Shulk (SSBU): Difference between revisions
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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 increases knockback taken, 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. | ||
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==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 | 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. | ||
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. | 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 | 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. | 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]], | 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 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 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]]). | ||
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{{MovesetTable | {{MovesetTable | ||
|game=SSBU | |game=SSBU | ||
|neutralname=Straight ({{ja|ストレート|Sutorēto}}) | |neutralname=Straight ({{ja|ストレート|Sutorēto}})<br>Side Kick ({{ja|サイドキック|Saido Kikku}})<br>Upper Swing ({{ja|アッパースイング|Appā Suingu}}) | ||
|neutralcount=3 | |neutralcount=3 | ||
|neutral1dmg=2% | |neutral1dmg=2% | ||
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|bairname=Behind Thrust ({{ja|ビハインドスラスト|Bihaindo Surasuto}}) | |bairname=Behind Thrust ({{ja|ビハインドスラスト|Bihaindo Surasuto}}) | ||
|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 back 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=Stab Up ({{ja|スタッブアップ|Sutabu Appu}}) | |uairname=Stab Up ({{ja|スタッブアップ|Sutabu Appu}}) | ||
|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) | ||
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|- | |- | ||
! scope="row"|Cheer | ! scope="row"|Cheer | ||
|[[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]] | |[[File:Shulk Cheer English SSB4 SSBU.ogg|center]]||[[File:Shulk Cheer Japanese SSB4 SSBU.ogg|center]]||[[File:Shulk Cheer Italian SSB4 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 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]] | |[[File:Shulk Cheer German SSBU.ogg|center]]||{{NTSC}} [[File:Shulk Cheer Spanish NTSC SSB4 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}}|| || Shulk! Shulk! Shulk! || | | {{rollover|Schluss mit Ulk! Seht auf Shulk!|eng.: Fun ends here! Look at Shulk!|y}} || Shulk, Shulk, y na - die más! || Shulk! Shulk! Shulk! || Shu - lu - ku! | ||
|} | |} | ||
</div> | </div> | ||
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''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, when 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|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|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|Kome|Japan}} - The best Shulk player of all-time, | *{{Sm|Kome|Japan}} - The best Shulk player of all-time, regularly ranking 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}} — the closest a Shulk player has come to winning a major — and 3rd at {{Trn|2GG: SwitchFest 2019}}, {{Trn|Kagaribi 5}}, and {{Trn|Wave 4}}. | ||
*{{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|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|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|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. | ||
===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 | 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 him. 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. | ||
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. | 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. | ||
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==[[Spirit]]== | ==[[Spirit]]== | ||
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''. | Shulk's fighter spirit can be obtained by completing {{SSBU|Classic Mode}} as Shulk. 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> |