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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 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 | {{iw|wikipedia|Adam Howden}} and {{iw|wikipedia|Shintarō Asanuma}} reprise their roles as Shulk's voice actors in the English and Japanese versions of the game, mostly through recycled voice clips from ''[[Super Smash Bros. 4]]''. Howden and Asanuma additionally reprised their roles for {{SSBU|Pyra}} and {{SSBU|Mythra}}'s [[List of Super Smash Bros. Ultimate character trailers#Pyra and Mythra|reveal trailer]]. | ||
==How to unlock== | ==How to unlock== | ||
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==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 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 | 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 | 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. Shulk has a particular strength in combo breaking,(despite his fastest aerial coming out on frame 13 and starting behind him). Shulk has the best combo breaker in the game with his Shield art, which makes him fall out of all combos. He can also switch to Smash art at low percents as another way to get out of combos. | ||
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. | ||
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However, Shulk has some exploitable weaknesses. Despite being [[buff]]ed in ''Ultimate'', his moveset is still mostly sluggish. Aside from his neutral attack, standing grab and Vision, all his other attacks do not hit before frame 10, 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 required to take risks before he can start performing any significant combos. | However, Shulk has some exploitable weaknesses. Despite being [[buff]]ed in ''Ultimate'', his moveset is still mostly sluggish. Aside from his neutral attack, standing grab and Vision, all his other attacks do not hit before frame 10, 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 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 before their entire duration is over, 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 | His sluggish frame data also extends to his aerials. Shulk is the only character who cannot [[auto-cancel]] any of his aerials before their entire duration is over, 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, being unsafe on hit at low percentages, has considerable ending lag, and is notorious for its inability to [[edge sweetspot]]. Air Slash provides very | 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, being unsafe on hit at low percentages, 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 take very high 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. | 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 take very high 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 the same degree as 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 | 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 the same degree as 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. His range, unique toolkit, and versatile tech grant him powerful abilities when mastered, with some being inaccessible to any other character in the roster | 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. Despite having less results compared to other high-ranked characters, he is considered by many of the world's top players to be a high tier character, with even some of them considering Shulk to be a top tier. | ||
==Changes from ''[[Super Smash Bros. 4]]''== | ==Changes from ''[[Super Smash Bros. 4]]''== | ||
Shulk | Shulk was significantly buffed in his transition to ''Ultimate''. His infamously sluggish moveset has been sped up, most notably from the universal reduction of [[landing lag]] and the lag reduction to his dash attack, all of these give him a safer approach, alongside that he has the ability to [[autocancel]] some aerials, a trait he was previously notable for lacking. This alleviates one of his biggest weaknesses in ''Smash 4'', 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. | ||
Shulk's defining [[Monado Arts]] have also been altered significantly, now performing more like [[Monado Arts|Hyper Monado Arts]] from ''Smash 4''. 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 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 increase even moreso its weaknesses, 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. | |||
Shulk's | 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, the changes that his playstyle has received, and the loss of many advanced techniques, Shulk’s results in Ultimate’s competitive scene are 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|Kome}}. 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 begun doubting how much "potential" Shulk truly has, as he lacks the significant tournament results and representation of other high tiers. As of recent, {{Sm|Nicko}} has relegated him to a counterpick character in favor of {{SSBU|Roy}}, although {{Sm|Kome}} still has been doing well with the character, placing 5th in Temple: Hermès Edition and 3rd at Kagaribi 5. Overall, it's clear he is 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. | ||
{{SSB4 to SSBU changelist|char=Shulk}} | {{SSB4 to SSBU changelist|char=Shulk}} | ||
==Update history== | ==Update history== | ||
Aside from glitch fixes and a single nerf to one of his [[Monado Arts]], Shulk has been buffed slightly overall via game updates. Update 2.0.0 enabled forward aerial to autocancel earlier and decreased its edge lockout duration, the latter of which was also shared with up aerial. Update 3.0.0 increased the ranges of both his floor attack and edge attack, 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 | Update 9.0.0 increased the knockback scaling of Vision's counterattack, which restored most of the strength it lost in the transition to ''SSB4''. Up smash's consistency was also improved, thanks to its first hit's central hitbox gaining more hitstun, and thus connecting more reliably into its 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 | 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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{{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), 4.2% (late) | |neutral3dmg=5% (clean), 4.2% (late) | ||
|neutraldesc=A jab, followed by a roundhouse kick, followed by an upward slash. It connects | |neutraldesc=A jab, followed by a roundhouse kick, followed by 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 resembles {{s|xenoserieswiki|Tempest Kick}}, one of [[Dunban]]'s ether Arts. | ||
|ftiltname= | |ftiltname= | ||
|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 | |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= | |utiltname= | ||
|utiltdmg=10% (clean), 10%/9% (late) | |utiltdmg=10% (clean), 10%/9% (late) | ||
|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%/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 | |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= | |dashname= | ||
|dashdmg=12.5%/11% | |dashdmg=12.5%/11% | ||
|dashdesc=An inward slash. Somewhat short-ranged | |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= | |fsmashname= | ||
|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 | |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= | |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}}/{{ChargedSmashDmgSSBU|11}} (hit 1), {{ChargedSmashDmgSSBU|12}}/{{ChargedSmashDmgSSBU|10}} (hit 2), {{ChargedSmashDmgSSBU|10}}/{{ChargedSmashDmgSSBU|8}} (hit 3), {{ChargedSmashDmgSSBU|8}}/{{ChargedSmashDmgSSBU|6}} (hit 4), {{ChargedSmashDmgSSBU|6}}/{{ChargedSmashDmgSSBU|4}} (hit 5) | |dsmashdmg={{ChargedSmashDmgSSBU|14}}/{{ChargedSmashDmgSSBU|11}} (hit 1), {{ChargedSmashDmgSSBU|12}}/{{ChargedSmashDmgSSBU|10}} (hit 2), {{ChargedSmashDmgSSBU|10}}/{{ChargedSmashDmgSSBU|8}} (hit 3), {{ChargedSmashDmgSSBU|8}}/{{ChargedSmashDmgSSBU|6}} (hit 4), {{ChargedSmashDmgSSBU|6}}/{{ChargedSmashDmgSSBU|4}} (hit 5) | ||
|dsmashdesc=A series of circular slashes around himself, with Shulk spinning in a full circle three times. 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 is almost identical to [[xenoserieswiki:War Swing (XC1)|War Swing]], one of {{s|xenoserieswiki|Reyn}}'s physical Arts. | |dsmashdesc=A series of circular slashes around himself, with Shulk spinning in a full circle three times. 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 is almost identical to [[xenoserieswiki:War Swing (XC1)|War Swing]], one of {{s|xenoserieswiki|Reyn}}'s physical Arts. | ||
|nairname= | |nairname= | ||
|nairdmg={{ShortHopDmgSSBU|8.5}}/{{ShortHopDmgSSBU|7.5}} | |nairdmg={{ShortHopDmgSSBU|8.5}}/{{ShortHopDmgSSBU|7.5}} | ||
|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. It is often considered to be one of the best neutral aerials in the game due to its large hitboxes, long duration, and excellent combo starting ability. | ||
|fairname= | |fairname= | ||
|fairdmg={{ShortHopDmgSSBU|8}}/{{ShortHopDmgSSBU|6.5}} | |fairdmg={{ShortHopDmgSSBU|8}}/{{ShortHopDmgSSBU|6.5}} | ||
|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" by players. | ||
|bairname=Behind Thrust | |bairname=Behind Thrust | ||
|bairdmg={{ShortHopDmgSSBU|12.5}} (clean), {{ShortHopDmgSSBU|12.5}}/{{ShortHopDmgSSBU|8.5}} (late) | |bairdmg={{ShortHopDmgSSBU|12.5}} (clean), {{ShortHopDmgSSBU|12.5}}/{{ShortHopDmgSSBU|8.5}} (late) | ||
|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 aerial, surpassed only by {{SSBU|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. | |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 aerial, surpassed only by {{SSBU|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}}/{{ShortHopDmgSSBU|8}} (hit 2) | |uairdmg={{ShortHopDmgSSBU|5.5}} (hit 1), {{ShortHopDmgSSBU|10.5}}/{{ShortHopDmgSSBU|8}} (hit 2) | ||
|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 3 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 "[[xenoserieswiki:Monado Cyclone (XC1)|Monado Cyclone]]" combo 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 is the strongest up aerial in the game, KOing slightly earlier than Zelda's. | |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 3 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 "[[xenoserieswiki:Monado Cyclone (XC1)|Monado Cyclone]]" combo 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 is the strongest up aerial in the game, KOing slightly earlier than Zelda's. | ||
|dairname= | |dairname= | ||
|dairdmg={{ShortHopDmgSSBU|7.5}} (hit 1 grounded), {{ShortHopDmgSSBU|6}} (hit 1 aerial), {{ShortHopDmgSSBU|11.5}}/{{ShortHopDmgSSBU|10.5}} (hit 2) | |dairdmg={{ShortHopDmgSSBU|7.5}} (hit 1 grounded), {{ShortHopDmgSSBU|6}} (hit 1 aerial), {{ShortHopDmgSSBU|11.5}}/{{ShortHopDmgSSBU|10.5}} (hit 2) | ||
|dairdesc=A downward thrust, which causes the Monado to reveal its beam blade. It hits twice in the same fashion as his up aerial, but the first hit deals more damage to grounded opponents. The second hit [[meteor smash]]es aerial opponents if the blade hitbox connects. Like his up aerial, it has minimal horizontal range, each hit only lasts 3 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 an edge. | |dairdesc=A downward thrust, which causes the Monado to reveal its beam blade. It hits twice in the same fashion as his up aerial, but the first hit deals more damage to grounded opponents. The second hit [[meteor smash]]es aerial opponents if the blade hitbox connects. Like his up aerial, it has minimal horizontal range, each hit only lasts 3 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 an edge. | ||
|grabname= | |grabname= | ||
|grabdesc=Reaches out with his left arm. | |grabdesc=Reaches out with his left arm. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc=Hits the opponent with the Monado's pommel. | |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= | |fthrowname= | ||
|fthrowdmg=3% (hit 1), 5% (throw) | |fthrowdmg=3% (hit 1), 5% (throw) | ||
|fthrowdesc=An upward slash. 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. | |fthrowdesc=An upward slash. 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 [[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. | ||
|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 "[[xenoserieswiki:Monado Purge (XC1)|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. | |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 "[[xenoserieswiki:Monado Purge (XC1)|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), 2.5% (throw) | |dthrowdmg=3% (hit 1), 2.5% (throw) | ||
|dthrowdesc=Pins the opponent to the ground and performs a jumping downward thrust. 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 | |dthrowdesc=Pins the opponent to the ground and performs a jumping downward thrust. 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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|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=[[xenoserieswiki:Activate Monado|Activates one of five Monado Arts]]: Jump, [[xenoserieswiki:Monado Speed (XC1)|Speed]], [[xenoserieswiki:Monado Shield (XC1)|Shield]], [[xenoserieswiki:Monado Buster (XC1)|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 | |nsdesc=[[xenoserieswiki:Activate Monado|Activates one of five Monado Arts]]: Jump, [[xenoserieswiki:Monado Speed (XC1)|Speed]], [[xenoserieswiki:Monado Shield (XC1)|Shield]], [[xenoserieswiki:Monado Buster (XC1)|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%/9% (front hit), 16%/14% (back hit), 15%/13% (back hit landing) | |ssdmg=10%/9% (front hit), 16%/14% (back hit), 15%/13% (back hit landing) | ||
|ssdesc=[[xenoserieswiki:Back Slash (XC1)|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 | |ssdesc=[[xenoserieswiki:Back Slash (XC1)|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 edge 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) | ||
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|dsname=Vision | |dsname=Vision | ||
|dsdmg=1.3× (minimum: 10%/9% (normal), 13%/10% (forward-held)) | |dsdmg=1.3× (minimum: 10%/9% (normal), 13%/10% (forward-held)) | ||
|dsdesc= | |dsdesc=A [[counterattack]] involving Shulk using the Monado to [[xenoserieswiki:Vision|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 is no longer [[unblockable]]. 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 counter's pose resembles {{s|xenoserieswiki|Shadow Eye}}, one of Shulk's supportive Arts. The normal counterattack is almost identical to Stream Edge, one of Shulk's Break-inducing Arts, whereas the forward-held counterattack is a reference to {{s|xenoserieswiki|Thunder}}, one of Dunban's ether 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=Emits a sphere of bright light in front of himself. If it hits an opponent, Shulk summons [[Dunban]], [[Riki]], and [[Fiora]] to perform a [[xenoserieswiki:Chain Attack (XC1)|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. | |fsdesc=Emits a sphere of bright light in front of himself. If it hits an opponent, Shulk summons [[Dunban]], [[Riki]], and [[Fiora]] to perform a [[xenoserieswiki:Chain Attack (XC1)|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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*'''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. | *'''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|だんだんノってきたよ!|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. | *'''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|だんだんノってきたよ!|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. | ||
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*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> | ||
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|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Shulk Cheer English | |[[File:Shulk Cheer English SSBU.ogg|center]]||[[File:Shulk Cheer Japanese SSBU.ogg|center]]||[[File:Shulk Cheer Italian SSBU.ogg|center]]||[[File:Shulk Cheer Dutch SSBU.ogg|center]]||{{NTSC}} [[File:Shulk Cheer French NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Shulk Cheer French PAL SSBU.ogg|center]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
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|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[File:Shulk Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Shulk Cheer Spanish NTSC | |[[File:Shulk Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Shulk Cheer Spanish NTSC SSBU.ogg|center]] <br> {{PAL}} [[File:Shulk Cheer Spanish PAL SSBU.ogg|center]]||[[File:Shulk Cheer Russian SSBU.ogg|center]]||[[File:Shulk Cheer Korean SSBU.ogg|center]] | ||
|- | |- | ||
! scope="row"|Description | ! scope="row"|Description | ||
| {{rollover|Schluss mit Ulk! Seht auf Shulk!|eng.: Fun ends here! Look at Shulk!|y}} || | | {{rollover|Schluss mit Ulk! Seht auf Shulk!|eng.: Fun ends here! Look at Shulk!|y}}|| || Shulk! Shulk! Shulk! || | ||
|} | |} | ||
</div> | </div> | ||
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</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 winning {{Trn|Sumabato SP 10}}, placing 3rd at {{Trn|2GG: SwitchFest 2019}} and placing 2nd at {{Trn|EVO Japan 2020}} while Nicko proceeded to win {{Trn|Play With Heart}} and placed 2nd at {{Trn|Port Priority 5}}. Due to these results, Shulk now has seen a moderate degree of success, although still lower than other sword wielding characters in the game like {{SSBU|Roy}} and {{SSBU|Lucina}}, with now some players considering him potentially the best swordfighter in the game. Players often cite his large disjoints and usage of Monado Arts to escape combos and kill confirms as some of the character's best strengths. Shulk also has a terrific matchup spread, including positive matchups against meta relevant characters such as {{SSBU|Mario}}, {{SSBU|Peach}}, {{SSBU|Mr. Game & Watch}}, {{SSBU|Zero Suit Samus}}, {{SSBU|Olimar}} and {{SSBU|Young Link}} while having disadvantageous matchups against {{SSBU|Pikachu}}, {{SSBU|Palutena}}, {{SSBU|R.O.B.}} and {{SSBU|Snake}}. Overall opinion on Shulk's placement in the game's tier list has been slowly shifting into high tier or top tier status, and {{Sm|Marss}} thinks the character is top 5. | |||
===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.--> | ||
''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.'' | |||
''See also: [[:Category:Shulk professionals (SSBU)]]'' | |||
*{{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|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}} (#25) - 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}}. | |||
*{{Sm|Nicko|USA}} (#36) - One of the best Shulk players in the world. 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}}. 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}}. | |||
*{{Sm|Salem|USA}} (#30) - 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}}. | |||
*{{Sm|SoulArts|USA}} - The best Shulk player in the Tri-state area. Placed 13th at {{Trn|Return to Yoshi's Island}}, 25th at {{Trn|Collision 2019}}, 33rd at {{Trn|Glitch 8 - Missingno}}, and 49th at {{Trn|Pound 2019}} with wins over players such as {{Sm|Suarez}} and {{Sm|LingLing}}. | |||
*{{Sm|Tru4|Germany}} - The best Shulk player 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}}. Currently 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}}. | |||
=={{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 {{SSBU|Mega Man}} continues the theme by having Mega Man represent [[xenoserieswiki:Monado Enchant (XC1)|Monado Enchant]] from ''Xenoblade Chronicles'' (represented by the kanji for "Machine"), which references that Art's ability of allowing Shulk's party to damage {{s|xenoserieswiki|Mechon}} with conventional weapons. | |||
{|class="wikitable" style="text-align:center" | {|class="wikitable" style="text-align:center" | ||
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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. | ||
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]]. | 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|Xenoblade Chronicles Medley}}'' | |''{{SSBUMusicLink|Xenoblade|Xenoblade Chronicles Medley}}'' | ||
|} | |} | ||
{{ | {{clear}} | ||
==[[Spirit]]== | ==[[Spirit]]== | ||
Shulk's fighter spirit can be obtained by completing {{SSBU|Classic Mode}} | Shulk's fighter spirit can be obtained by completing {{SSBU|Classic Mode}}. It is also available periodically for purchase in the shop for 300 Gold, but only after Shulk has been unlocked. 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. His fighter spirit has an alternate version that replaces it with his artwork in ''Ultimate''. | ||
<center> | <center> | ||
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</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%;" | ||
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|{{SSBUMusicLink|Xenoblade Chronicles|Counterattack}} | |{{SSBUMusicLink|Xenoblade Chronicles|Counterattack}} | ||
|[[Rex]] | |[[Rex]] | ||
|} | |} | ||
<references group="SB"> | <references group="SB"> | ||
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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> | ||
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==Trivia== | ==Trivia== | ||
*Shulk's pose in his official | *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 | *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}}. | |||
*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. | ||
*In Shulk's right victory pose, his mouth will either be open or closed during the actual pose depending on what quote he is saying. His mouth will be closed if the "I can change the future | *In Shulk's right victory pose, his mouth will either be open or closed during the actual pose depending on what quote he is saying. His mouth will be closed if the, "I can change the future," quote plays while it will be open if his, "I can feel the power," quote is played. | ||
*Shulk appears in the most Legend-rank spirit battles as an ally, at a total of four. | *Shulk appears in the most Legend-rank spirit battles as an ally, at a total of four. | ||
**Specifically, he appears in the Mecha-[[Fiora]], [[Pyra]], [[Mythra]], and {{s|xenoserieswiki|Pneuma}} spirit battles. | **Specifically, he appears in the Mecha-[[Fiora]], [[Pyra]], [[Mythra]], and {{s|xenoserieswiki|Pneuma}} spirit battles. |