Shulk (SSB4): Difference between revisions
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===Notable players=== | ===Notable players=== | ||
====Active==== | ====Active==== | ||
*{{Sm|Artryuu|Canada}} | *{{Sm|Artryuu|Canada}} | ||
*{{Sm|Darkwolf|Canada}} | *{{Sm|Darkwolf|Canada}} | ||
*{{Sm|FuerzaDON|Mexico}} | *{{Sm|FuerzaDON|Mexico}} | ||
*{{Flag|Canada}} [[Smasher: Jerm (Canada)|Jerm]] | *{{Flag|Canada}} [[Smasher: Jerm (Canada)|Jerm]] | ||
*{{Sm|Nicko|USA}} | |||
*{{Sm|Tremendo Dude|USA}} | |||
*{{Sm|Scarhi|France}} | *{{Sm|Scarhi|France}} | ||
*{{Sm|Soronie|USA}} | *{{Sm|Soronie|USA}} |
Revision as of 14:37, July 14, 2016
Shulk in Super Smash Bros. 4 | |
---|---|
Universe | Xenoblade Chronicles |
Availability | Starter |
Final Smash | Chain Attack |
Tier | G (40) |
“ | Shulk Foresees a Fight! | ” |
—Introduction Tagline |
Shulk (シュルク, Shulk) is a playable character in Super Smash Bros. 4. Initially leaked alongside Bowser Jr. and Ganondorf via videos from footage used by ESRB, Shulk was officially confirmed on August 29th, 2014, the same day that Xenoblade Chronicles 3D, the New Nintendo 3DS port of his Wii debut title Xenoblade Chronicles, was announced. Additionally, he was the final character revealed prior to the release of Super Smash Bros. for Nintendo 3DS. Adam Howden and Shintarō Asanuma reprise their roles as Shulk's voice actors in the English and Japanese versions of SSB4, respectively.
Shulk currently ranks 40th on the SSB4 tier list, placing him at the top of the G tier. He possesses the longest overall disjointed reach of any character in the entire series, giving him one of the most effective movesets for spacing relative to the rest of the cast. This is most evident in his wide-ranged neutral and forward aerials, along with high-ranged smash attacks that have consistent KO potential.
He also has wide versatility with his Monado Arts, allowing him to adapt his stats to fit the situation while opening up opportunities that he would not have without them, such as potent edgeguarding abilities with Jump, one of the best approach speeds with Speed, very high survivability with Shield, damaging throw combos with Buster, and some of the strongest finishing moves in the game with Smash. He also has one of the most effective counters in Vision, which has the longest counter window of any counterattack when fresh while also boasting high range and power.
However, Shulk is held back due to his very sluggish frame data, as he has few moves that come out before frame 10, along with a complete inability to autocancel his aerial moves. This makes him highly prone to punishment and out of shield retaliation, and when combined with his tall stature, makes it difficult for him to avoid juggling.
Shulk also has a very high learning curve, as his Arts give him new weaknesses, different mobility speeds and/or knockback angles to consider. His Arts are also involved with his most advanced techniques, such as Monado Art Landing Lag Canceling or B-reversing Monado Arts, both of which are highly difficult to perform consistently. These issues make Shulk difficult and/or unwieldy to use consistently in high-level play compared to other characters.
Despite his learning curve, a few dedicated mains constantly work to find set-ups and technical combos that are unique to Shulk due to his Monado Arts, with their efforts resulting in him achieving some degree of tournament success.
Attributes
Shulk's characteristics are relatively balanced overall. His walking, dashing, falling and air speeds, as well as his gravity, are all average compared to the rest of the cast. However, he is also a heavyweight and has one of the slowest air accelerations in the game, giving him no overall advantages or disadvantages in terms of mobility.
One of Shulk's greatest strengths is his outstanding reach, courtesy of his signature weapon, the Monado. Its beam blade gives him the longest disjointed weapon in the series, even surpassing Marth's in Melee. Thanks to his high reach, Shulk has a very effective spacing ability, as very few other characters in the game have attacks that outmatch his disjointed range. While his neutral attack and tilt attacks are good for combos and spacing (such as his up tilt being able to cover multiple get-up options from the edge) and his smash attacks all being potent KOing options that can easily reach distant opponents (his forward smash in particular is the third highest-reaching forward smash in the game behind Corrin's and Mii Gunner's), his aerial moveset benefits him the most. This is due to the large hitboxes of his neutral and forward aerials, as his neutral aerial can be used for anything from starting combos to covering landing options, his forward aerial is a useful at edgeguarding and spacing, and his back aerial is a long reaching and especially powerful finisher. Stages with platforms such as Battlefield and Dream Land allow him to further take advantage of the large hitboxes of his attacks to effectively space opponents out of a specific side of the stage, making Shulk very difficult to approach on such stages.
Despite his aforementioned average stats, the most unique advantage Shulk has at his disposal are his five Monado Arts, which allow him to tweak his attributes considerably and grant him options for virtually any situation. Jump increases his jump height and air speed, which greatly improves his off-stage game, recovery and aerial attacks' utility. It also makes him difficult to catch, even for aerial-oriented characters like Jigglypuff. Speed increases his overall speed while lowering his jump height, granting him tremendous horizontal mobility and efficient short hops, while improving his approach and ground-to-aerial combo ability. Shield drastically improves his defense against both damage and knockback, allowing him to survive attacks far longer than any other character. Buster lowers the knockback of all his moves and increases their damage outputs, allowing his tilts and throws to efficiently combo and lets him rack up an outstanding amount of damage in a very short period of time. Finally, Smash turns many of his moves into potent KOing options, with his smash attacks and both his down and back throws becoming some of the deadliest of their kind. With access to these stat-changing abilities, Shulk has a very effective adaptational playstyle, and usually has an easier time mixing up his playstyle compared to other characters so long as the Arts are used effectively and especially if they used in sync with his powerful aerial game.
His other special moves have their own forms of utility as well. Back Slash is very powerful if striking the opponent's back and has long range regardless, making it a great surprise attack as well as a spacing tool. Air Slash grants a good amount of vertical distance (which is further increased if Jump is active), comes out quickly, and has decent knockback, making it a good recovery and an even better out of shield option. Finally, Vision has the longest lasting counterattack window in the game when fresh and has the longest range as well, giving him one of the most effective counters of any character. Its secondary attack (where Shulk inputs the direction in which the triggered attack came from) also rivals Corrin's Counter Surge as the strongest counterattack in the game.
However, Shulk is not without his weaknesses. To compensate for his massively disjointed range, his moveset is infamously sluggish; with frame data rivaling King Dedede's and Ganondorf's, he does not have a single attack that hits before frame 9 (barring neutral attack and Vision), while none of them have less than 25 frames of ending lag (barring down tilt). This makes his moves highly punishable if spaced incorrectly or used carelessly, especially against shields at close range. In addition, Shulk is the only character who cannot autocancel any of his aerials at all, forcing him to endure landing lag every time he starts an aerial attack. To further compound this, none of his aerials have reasonable amounts of ending lag, and without use of the Monado Art Landing Lag Canceling, moves such as back aerial or up aerial are unsafe to use upon landing, unlike many other characters' aerials. Essentially, this makes it important for Shulk to space his attacks carefully as he can easily be punished for missing, while his sluggish moveset also makes it difficult for him to deal with juggling, as his fastest aerial (neutral aerial) comes out on frame 13, and begins behind himself.
His special attacks are also flawed in some ways. Back Slash's knockback is exceptionally weak if hitting the opponent's front, has considerable ending lag, and does not edge sweetspot. Air Slash provides very little horizontal momentum, and thus makes his recovery predictable, even with Jump. Vision's counter window decays upon consecutive use, discouraging the move's frequent use. But his most noticeable flaws are the Monado Arts' drawbacks: if an Art is active, it causes some of his other stats to drop, weakening some of his abilities. Jump makes him very vulnerable to damage, while Speed lowers his damage output and reduces his jump force to the point of hindering his vertical mobility. Shield drastically reduces his mobility and noticeably reduces his damage output, making it hard to get a percentage lead, as well as making his recovery one of the worst in the game. Shield's increased knockback defense can also be a double-edged sword as it leaves Shulk heavily susceptible to combos and juggling that can be difficult to escape from due to Shield decreasing his mobility. Buster increases his vulnerability to damage (although not to the same extent as Jump) and the lower knockback makes it nearly impossible to KO opponents without smash attacks, even well over 150%. Finally, Smash severely reduces his survivability, hinders his combo game, and his attacks become the least damaging in the game. Hence, while each Art grants him wide benefits, players have to take note of their weaknesses as well, as a careful opponent can potentially take advantage of them to put him at a disadvantageous position.
Shulk has various options from his custom moves. Decisive Monado Arts last longer and have amplified effects, but cannot be changed, making it a great tool for regaining neutral or claiming the advantage state, but at the cost of his dynamic flexibility in the middle of the match. Hyper Monado Arts last much shorter and with even worse debuffs, but have even more powerful effects, allowing him to briefly boost a needed stat to the extreme and capitalize upon its benefits in a much shorter time. Back Slash Leap offers quicker start-up and more vertical range, at the cost of some horizontal range and more ending lag. Advancing Air Slash gives more horizontal distance and the second hit is stronger, but it gives less vertical distance. Mighty Air Slash is more powerful, but has only half the range, making it difficult to connect the second hit. Dash Vision is weaker than normal, but it has much more range, is much faster upon activation, and gives Shulk both his only anti-projectile option and another recovery option. Lastly, Power Vision has much more start-up upon counterattacking and a much stricter counter window if used repeatedly, but a forward-held counterattack can be devastating, so much so that it is capable of generating one-hit KOs, especially with Smash.
Overall, Shulk can be difficult to master, with one the highest learning curves in the game. While his ability to adapt and space is virtually unrivaled, it takes time and practice to learn his wildcard-like playstyle and requires extensive knowledge of his match-ups, very quick adaptability, and frame-perfect technical skill to prevent opponents from capitalizing on his slow attacks. These factors give him low representation in the competitive scene, despite his potential.
Update history
Shulk has been heavily buffed, both directly and indirectly, via game updates and is considered to be among the most directly buffed characters along with Marth and Lucina. Update 1.0.4 increased the damage outputs on all of his attacks, while the changes to shield mechanics brought about by updates 1.1.0 and 1.1.1 make his attacks harder to punish on shield and have also turned several of his attacks into surprisingly effective shield breakers, especially when used in conjunction with Buster. In addition, all of Shulk's tilt attacks and aerial attacks received slight increases to their damage outputs in update 1.1.3, along with all of his aerials having their landing lag decreased. Other than these buffs, his attacks have only been given minor tweaks and hitbox adjustments during updates. Overall, Shulk is considered to be much more viable than how he was during the initial release of SSB4.
- Neutral attack deals more damage: 3% → 3.5% (hit 1, hit 2), 4.3%/3.2% → 5.3%/4.2% (clean hit 3/late hit 3).
- All tilt attacks deal 1% more damage: 12%/10.5% → 13%/11.5% (forward), 7%/6% → 8%/7% (up), 8%/6% → 9%/7% (down).
- Forward tilt's knockback growth decreased: 100 → 92, slightly hindering its KO ability despite its increased damage.
- Down tilt's second hitbox's position has changed: bone 25, offset [0,2,-1] → bone 0, offset [0,5.5,5.5]. This removes the move's point blank blind spot.
- Dash attack deals 1% more damage: 10% → 11%.
- Dash attack's ending lag decreased: frame 57 → 53.
- Forward and up smash deal more damage: 5%, 12.5%/11% → 5.5%, 13%/11.5% (forward), 4%, 13% → 4.5%, 13.5% (up).
- Forward smash has been improved. It received a variety of changes to enable both of its hits to connect together better.
- Forward smash's first hit's angles altered: 40° (upward)/75° (forward)/84° (downward) → 78°/10°/40°.
- Forward smash's first hit's fixed knockback values decreased: 45/45/31 → 28/28/28.
- Forward smash's first hit's radii decreased: 4/4/4 → 2/2/4.
- Forward smash's first hit's positions elevated: [-2,0,1]/[4.1,0,1]/[10,0,1] → [11–4,0,2]/[11–4,0,-0.5]/[-2,0,1].
- Forward smash's second hit's radii increased: 3.5/2 → 4/3.
- Forward smash's second hit's first hitbox X-offset decreased: 22–0 → 21–0.
- Down smash deals 1% more damage: 13%/10%, 11%/9%, 9%/7%, 7%/5%, 5%/3% → 14%/11%, 12%/10%, 10%/8%, 8%/6%, 6%/4%.
- All aerial attacks deal more damage: 6%/7% → 7%/8% (neutral), 6.5%/5% → 7.5%/6% (forward), 11%/7% → 12%/8% (back), 4%, 9%/6.5% → 5%, 10%/7.5% (up), 6%/4%, 10%/9% → 7%/5%, 11%/10% (down).
- Forward aerial's landing lag decreased: 21 → 18 frames.
- All throws' first hits deal 1% more damage: 2% → 3%.
- Monado Speed's damage output multiplier increased for all variations: 0.72x (default, Decisive)/0.576x (Hyper) → 0.8x/0.64x.
- Monado Buster's damage input multiplier decreased for all variations: 1.2x (default, Decisive)/1.44x (Hyper) → 1.13x/1.356x.
- All variations of Air Slash deal 1% more damage on the first hit: 5%/4% → 6%/5% (Air Slash, Advancing Air Slash), 8%/6% → 9%/7% (Mighty Air Slash).
- All variations of Vision have had their Y-offsets increased: 8 → 9.
- Back Slash's start-up decreased: 31 frames → 22.
- Aerial Back Slash travels slower, making predictions harder.
- Up aerial has been improved. Its first hit now launches opponents at 96° and its second hit's hitbox sizes increased: 3.5u/5.5u → 3.8u/6.5u.
- Dash Vision's knockback growth increased: 84 → 89 (standard), 94 → 99 (alternate).
- Dash Vision's angle altered: 35° → 32°.
- Dash attack deals 0.5% more damage: 11% → 11.5%.
- All tilt attacks deal 0.5% more damage: 13%/11.5% → 13.5%/12% (forward), 8%/7% → 8.5%/7.5% (up), 9%/7% → 9.5%/7.5% (down).
- All aerial attacks deal more damage: 7%/8% → 7.5%/8.5% (neutral), 7.5%/6% → 8%/6.5% (forward), 12%/8% → 12.5%/8.5% (back), 5%, 10%/7.5% → 5.5%, 10.5%/8% (up), 5%/7%, 11%/10% → 6%/7.5%, 11.5%/10.5% (down).
- All aerials' landing lag decreased: 12 frames → 10 (neutral), 18 frames → 16 (forward), 21 frames → 19 (back), 17 frames → 15 (up), 25 frames → 23 (down).
Moveset
- The Monado deals more damage and knockback on some attacks if it hits from the center of the blade rather than from the tip. In addition, damage outputs and knockback properties can be further manipulated by the Monado Arts. The following moveset list details the properties of Shulk's attacks when he has no active Monado Arts.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | 3.5% | A jab, followed by a mid-level roundhouse kick, followed by an upward lifting slash. It is Shulk's fastest move, due to hitting on frame 5, and has good range similarly to Ike's neutral attack. It also boasts the highest damage output of any non-infinite neutral attack in the game, as long as Shield or Smash are not active. The roundhouse kick appears similar to Dive Sobat, one of Reyn's Physical Arts. | ||
3.5% | ||||
5.3% (clean), 4.2% (late) | ||||
Forward tilt | 13.5% (blade), 12% (beam) | An inward slice. It has noticeable ending lag, but is capable of KOing at high percents, especially when boosted by the Smash Art. Is notable for being able to hit opponents close to his back if pivoted, which can be used as a surprise option. Resembles one of his basic auto attacks from Xenoblade Chronicles. | ||
Up tilt | 8.5% (blade), 7.5% (beam) | An overhead, upward-arcing swipe. A very good anti-air option due to it high vertical range, but lacks a hitbox on both sides of Shulk, leaving him open on the ground. A reliable damage racking option while Buster is active, especially after an up throw, and a good surprise KOing option while Smash is active. | ||
Down tilt | 9.5% (blade), 7.5% (beam) | A crouching, inward swipe at the opponent's feet. Has the lowest ending lag out of all his moves, and has good range. A good combo starter with Jump, Speed or Buster active, as it launches opponents into the air and in front of Shulk. | ||
Dash attack | 11.5% | An inward slice. One of Shulk's most potent KOing options while Smash is active. It has very high ending lag, however, and can be punishable if used excessively. | ||
Forward smash | 5.5% (hit 1), 13% (hit 2 blade), 11.5% (hit 2 beam) | Thrusts the Monado forward, which causes a slight recoil. The move has two hits, the first from the Monado's blade itself and the second from its beam blade. Angling upward increases the move's knockback growth, while angling downward allows the move to hit characters hanging from a ledge. The third longest reaching non-projectile forward smash in the game, behind Corrin's and Mii Gunner's. An extremely damaging move when boosted by Buster and a very strong KOing option when boosted by Smash. However, it has a large amount of ending lag, which makes it extremely punishable if missed or without Buster's higher shieldstun. It highly resembles Slit Edge, one of Shulk's Physical Arts in Xenoblade Chronicles. | ||
Up smash | 4.5% (hit 1), 13.5% (hit 2) | Kneels to slam the bottom of the Monado's hilt onto the ground to perform an upward thrust. Like his forward smash, there are two hits to this move, with the first hit from the Monado's blade leads into its beam blade. Its deceptive horizontal range allows it to punish rolls and landings, while its high vertical range and knockback makes it a great anti-air move in general. It has noticeable ending lag, though it is slightly lower compared to his forward smash. | ||
Down smash | 14% (hit 1 blade), 11% (hit 1 beam), 12% (hit 2 blade), 10% (hit 2 beam), 10% (hit 3 blade), 8% (hit 3 beam), 8% (hit 4 blade), 6% (hit 4 beam), 6% (hit 5 blade), 4% (hit 5 beam) | A crouching, spinning series of slashes. The move is capable of hitting once during any of its five hitboxes (three at Shulk's front and two at his back). The first hit has high power for a down smash, and each hit gains range but loses power. Extremely useful for punishing rolls and sidesteps due to its range, and can break full shields if Buster is active and a shielding opponent is cornered at an edge. However, it has the largest amount of ending lag out of all of his smash attacks. It resembles War Swing, one of Reyn's Physical Arts in Xenoblade Chronicles. | ||
Neutral aerial | 7.5% (blade), 8.5% (beam) | A circular, upward arcing slash. Overall, it is Shulk's most useful approach option due to its long range (its hitbox begins slightly behind Shulk's toes and continues all the way over his head), low landing lag (10 frames) and long-lasting hitbox. A great combo starter while Jump, Speed or Buster are active, and can punish air dodges with its length. However, its long-lasting hitbox and high ending lag makes it a very unsafe move to use off-stage when fast falling, as Shulk will be in serious danger of self-destructing. | ||
Forward aerial | 8% (blade), 6.5% (beam) | An overhead, forward slash in a diagonal arc. It has the least ending lag out of all his aerials, and extreme range for an aerial due to reaching and ending a bit behind him. Great for spacing and interrupting approaches, a powerful combo move with either Speed or Buster active, and a potent edgeguarding move with Jump active, which can allow Shulk to perform a wall of pain. However, it has noticeable ending lag (16 frames), making it punishable on shield at close range or against faster fighters like Little Mac. | ||
Back aerial | 12.5% (clean), 8.5% (late) | A briefly delayed, reverse gripped thrust behind himself. Its hitbox begins at Shulk's body. Has slow start-up and high landing lag (19 frames), but boasts long horizontal range and high knockback, making it benefit the most from Monado Art Landing Lag Canceling. Shulk's most reliable off-stage KOing and edgeguarding option, especially while Smash is active. | ||
Up aerial | 5.5% (hit 1), 10.5% (hit 2 blade), 8% (hit 2 beam) | An upward thrust, similar to Link's and Toon Link's up aerials. Functions like his forward and up smashes, with a a first hit from the Monado's blade that leads into a second stronger hit from the it beam blade. A useful juggling tool against falling opponents and a very strong KOing option when boosted by Smash, courtesy of its deceptively far vertical range. However, it has minimal horizontal range, which can make it difficult to land. | ||
Down aerial | 7.5% (hit 1 grounded), 6% (hit 1 aerial), 11.5% (hit 2 blade), 10.5% (hit 2 beam) | A downward thrust, similar to Link's and Toon Link's down aerials. Functions like his forward and up smashes, with a first hit from the Monado's blade that leads into a second stronger hit from the it beam blade. The second hit meteor smashes when sweetspotted. A decent edgeguarding option that can also stage spike edge-hanging opponents, giving Shulk an option to surprise them. However, it has high landing lag (23 frames), making it punishable if missed. Like his up aerial, is also has having minimal horizontal range like his up aerial. | ||
Grab | — | Reaches out. Shulk's grab has average range, but while Speed is active, his pivot grab improves due to his reduced traction and improved speed, giving it more utility. | ||
Pummel | 3% | Strikes the opponent's head with the Monado's hilt. A slow pummel, but while Buster is active, it is tied with Olimar's White Pikmin-based pummel as the most damaging pummel in the game. Conversely, it is the least damaging pummel game while Shield or Smash are active. | ||
Forward throw | 3% (hit 1), 8% (throw) | An upward swipe. With Speed or Buster active, this can lead into a dash attack or a forward aerial. Although the slash can hit other opponents close by, it deals set knockback on anyone that is not the intended target of the throw. | ||
Back throw | 3% (hit 1), 9% (throw) | A reverse gripped thrust. With Smash active, this is one of the strongest back throws in the game, making it a viable KOing option near the edge. One of the few moves that deals back-facing knockback, which can be followed up with Back Slash while Buster is active. | ||
Up throw | 3% (hit 1), 4% (throw) | Heaves the opponent in the air and performs a kneeling, upward thrust. A reliable combo throw at low percents or with Buster active, as it can lead into several up tilts or Air Slash with Buster active, or a ground attack if the opponent air dodges. At high percents, it can become a set-up into up aerial while Jump is active, which has the potential to KO opponents if their reaction is read properly. This has been referred to as the Monado Purge Combo. | ||
Down throw | 3% (hit 1), 4% (throw) | Pins the opponent to the ground and performs a kneeling, downward thrust. With Buster active, this may lead into dash attack, forward tilt, forward smash or forward aerial beginning at 0%, with a down throw to forward smash being capable of dealing 35% in two moves. With Smash active, it is the strongest down throw in the game, and consequently Shulk's most powerful throw, which strongly launches opponents horizontally and thus makes it a viable KOing option near the edge. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Swings the Monado in a circular motion around himself before getting up. | ||
Floor attack (back) Floor getups (back) |
7% | Swings the Monado in a circular motion around himself before getting up. | ||
Floor attack (trip) Floor getups (trip) |
5% | Swings the Monado in a circular motion around himself before getting up. | ||
Edge attack Edge getups |
7% | Performs an inward swipe while climbing up. | ||
Neutral special | Default | Monado Arts | — | Activates one of five Monado-based Arts: Jump, Speed, Shield, Buster, or Smash. Each Art enhances particular attributes at the cost of hindering others, and lasts for 16 seconds unless manually canceled. |
Custom 1 | Decisive Monado Arts | — | Each Art lasts for 21 seconds instead of 16, but once an Art is activated, it cannot be canceled manually. There is also a slight delay before the Arts activate. | |
Custom 2 | Hyper Monado Arts | — | Each Arts' positives and negatives are both amplified, but the Arts only last for 5 seconds instead of 16. Additionally, their cooldown times are 5 seconds longer. | |
Side special | Default | Back Slash | 10%/9% (front), 16%/14% (back) | A leaping, downward slash, similar to Link's Jump Attack. True to its name, the attack deals more damage and knockback if it hits the opponent's back. |
Custom 1 | Back Slash Leap | 10%/8% (front), 16%/14% (back) | Leaps much higher before performing the slash. It has less horizontal movement, but comes out a little faster. | |
Custom 2 | Back Slash Charge | 4% (front), 13%/11% (back) | Grants super armor for the slash and has increased horizontal movement, but deals noticeably less damage if it does not strike the opponent's back. It also has significantly higher ending lag, making it much more punishable. | |
Up special | Default | Air Slash | 6% (hit 1 clean), 5% (hit 1 late), 5.5% (hit 2) | A jumping, upward slash with the Monado's beam blade, similarly to Dolphin Slash. The first slash deals set knockback, but pressing the attack button at the end of the slash will result in a second hit, which is an outward slash that deals moderate knockback and grants a small vertical boost, especially if used late. |
Custom 1 | Advancing Air Slash | 6% (hit 1 clean), 5% (hit 1 late), 8% (hit 2) | The first slash launches opponents diagonally, while the second slash moves Shulk forward and slightly downward. | |
Custom 2 | Mighty Air Slash | 9% (hit 1 clean), 7% (hit 1 late), 10% (hit 2) | Deals more damage, but it has less overall range, which makes both hits more difficult to chain together at higher percents. | |
Down special | Default | Vision | 1.3x (min 13%/10% or 10%/7%) | Slightly squats and leans forward while holding the Monado up to the side of his face in order to foresee an attack. Upon being hit, Shulk retaliates with a powerful, high-ranged slash that launches opponents forward. The move can be altered if used on the ground, with the alternative hit being faster and stronger while launching opponents backward, at the cost of less range. The standard attack Shulk performs when Vision activates resembles Stream Edge, one of his Physical Arts, while the alternate attack looks similar to Thunder, one of Dunban's Ether Arts. |
Custom 1 | Dash Vision | 1x (min 11%/8% or 8%/5%) | Takes a big step forward, increasing the counterattack's range. The counterattack is also faster, but has a lower damage multiplier. | |
Custom 2 | Power Vision | 1.5x (min 20%/17% or 17%/14%) | Counterattacks with much greater power. The forward-held attack in particular gains extreme power which can KO opponents on small stages, even if it counters a neutral attack. However, the attack is slower, and the counterattack's active frames will shorten drastically if used consecutively, to the point where it cannot counter at all after several uses. | |
Final Smash | Chain Attack | 3% (hit 1), 2% (hits 2-12), 12% (hit 13), 5% (hit 14) | Summons Dunban and Riki to perform a Chain Attack on his opponents before he finishes the assault with a powerful slash. The Final Smash's damage and knockback varies depending on Shulk's currently active Monado Art. |
On-screen appearance
- Jumps down onto the stage while performing a slash using the activated Monado, before placing it on his back after it deactivates. Buster's symbol flashes briefly while his back briefly faces the camera.
Taunts
- Up taunt: Shrugs, shakes his head, and waves a hand as if lecturing someone while saying "Now it's Shulk time!" (穏やかじゃないですね, Not being gentle, huh?). The animation itself resembles the one Shulk performs when engaging in a conversation in Xenoblade Chronicles. The English phrase is a reference to Reyn, his best friend and one his party members, who occasionally 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!" (だんだん乗ってきたよ!, Gradually getting the hang of it!). References one of Shulk's voice clips in Xenoblade Chronicles when his tension level increases in combat.
- 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!" (モナドの力よ!, The Monado's power! / The power of the Monado!). If timed correctly, it can dodge certain projectiles such as Fox's and Falco's Blasters, Link's Hero's Bow, and Pit's Palutena Bow. References one of Shulk's lines when he activates the Monado's Talent Art in Xenoblade Chronicles.
Up taunt | Side taunt | Down taunt |
---|---|---|
Idle poses
- Taps his foot while making a thinking gesture. Based on his idle animation from Xenoblade Chronicles.
- Tenses and quickly looks behind himself, then in front of him before easing up.
Crowd cheer
English | Japanese | |
---|---|---|
Cheer | ||
Description | Shulk! Shulk! Shulk! | Shuruku! |
Pitch | Group chant | Female |
Victory poses
- Swings the Monado a few times while it is active, then holds it level to his head as he deactivates its beam blade, saying either "The future is ours to decide." or "I've got a good rhythm going!"
- Swings the Monado upward, places it on his back, and poses with his left hand on his hip, saying either "I got through that pretty good!" or "This is a good result!" The former is a quote Shulk can exclaim after finishing a battle in Xenoblade Chronicles, although it has also been changed from plural in that game to singular in SSB4, even in Team Battles, where it is his only line.
- Bows down with the Monado held lengthwise, activates its beam blade and then either quickly flexes his fingers before re-grabbing the Monado's handle or continues to hold its handle before posing with the Monado backhandedly, saying either "I can feel the power!" or "I can change the future!"
In competitive play
Official Custom Moveset Project
Character | Custom sets available | ||||
---|---|---|---|---|---|
Shulk | 1113 | 2113 | 3113 | 1123 | 3123 |
3213 | 1122 | 3122 | 1213 | 2123 |
Notable players
Active
Inactive
Trophies
- Shulk
- In Xenoblade Chronicles, this young lad's colony is attacked by the Mechon, so he and his friends set off to take them down. In Smash Bros., his Monado Arts let him change his specialization during battle. You can choose to boost a stat—his jump or attack, for example—but other stats might drop as a result, so choose wisely.
- In Xenoblade Chronicles, this young lad's colony is attacked by the Mechon, so he and his friends set off to take them down. In this game, his Monado Arts let him change his specialisation during battle. You can choose to boost a stat—his jump or attack, for example—but other stats might drop as a result, so choose wisely.
- Shulk (Alt.)
- Shulk's up special Air Slash is an upward slash done during a jump. Press the button again quickly to launch opponents sideways. His side special Back Slash, on the other hand, is a downward swing with a very wide range, though using it leaves Shulk wide open. Try hitting foes from behind with this!
- Shulk's up special, Air Slash, is an upward slash done during a jump. Press the button again quickly to launch opponents sideways. His side special, Back Slash, on the other hand, is a downward swing with a very wide range, although using it leaves Shulk wide open. Try hitting foes from behind with this to do more damage!
- Chain Attack
- In Xenoblade Chronicles, building up the party's team spirit would let them unleash a chain attack, using multiple Arts in a row to deal massive damage. In this game, Shulk's Final Smash calls party members Dunban and Riki to help obliterate an unlucky target... or multiple targets if you catch more than one in the circle of light!
- ShulkAllStarTrophy3DS.png
Alt. (3DS)
In Event Matches
Solo Events
- Mechanical Menace: Shulk must defeat a metal R.O.B., a metal Mega Man and Metal Face in a Stamina Battle.
- New Challengers 2: Shulk is one of the opponents fought in this event, alongside Greninja, Palutena, Robin, Dark Pit, Mega Man and Pac-Man.
- The Ultimate Swordsman: As Ike, the player must defeat Shulk, Link, Marth, Meta Knight, Toon Link, male Robin and female Robin. All opponents wield swords.
Co-op Events
- The Ultimate Battle: Two players select a character and must defeat the entire roster.
Alternate costumes
Gallery
Shulk's amiibo.
- Shulk Alt.png
Shulk's armorless alternate costume.
Using his forward smash on Sheik.
Using his up smash on Captain Falcon while activating Smash.
Using Back Slash on Donkey Kong and Link.
Using his down taunt alongside two Villagers using their down taunts.
Using Chain Attack, his Final Smash, which features Dunban and Riki.
With Luigi on Boxing Ring.
Shulk and Riki in Super Smash Bros. for Nintendo 3DS.
On Smash Ball standby on Final Destination.
Reveal trailer
<youtube>GUl1EkUJ46k</youtube>
Trivia
- Shulk makes a few references to his home game:
- Several of his standard attacks have animations similar to either his own Arts or his party members' Arts.
- He retains his jumping animation from Xenoblade Chronicles, while his running animation and one of his idle poses are almost identical to the ones from Xenoblade Chronicles.
- Many of his voice clips are re-recorded versions of the lines that he would state throughout Xenoblade Chronicles.
- His alternate Blast KO line, "Not good!", is a reference to one of his battle lines from Xenoblade Chronicles, "Not good... I'm losing it...", which he mutters when his tension is at its lowest level in battle. This carryover makes Shulk one of the few characters to speak after being KO'd.
- When it is not in use, the Monado simply hangs from his back. This carryover makes Shulk the only sword-wielding character in the Super Smash Bros. series that does not hold their sword when not attacking with it; this trait excludes Ganondorf and his Sword of Sages, which is only used in a custom move.
- Shulk is the only character to tumble towards the screen when footstooled, whereas other characters would spin towards the direction they were facing. He is also the only character to hit the screen with his back during a Screen KO. These animations make the Monado and its active Art more visible to the player.
- Shulk is also the only realistically designed, weapon-wielding character that uses a "wobbling" sound effect while charging up smash attacks instead of the "unsheathing" sound that other realistic, weapon-wielding characters typically use.
- Shulk is the only character (apart from Palutena and her up aerial) who can interrupt all aerials during their ending frames, which allows him to act out of them before he lands, such as replacing a back aerial's 19 frames of landing lag by performing a neutral aerial before landing, cutting its landing lag to 10 frames.
- Shulk, Wii Fit Trainer, and Bayonetta are the only playable characters in the Super Smash Bros. series with British voice actors.
- There is a glitch in Super Smash Bros. for Nintendo 3DS that can cause the Monado's beam blade to become unaligned with the weapon itself during Shulk's victory pose where he says "I can change the future!"
- Oddly, the voice clip mentioned above is missing from the Sound Test in both versions of SSB4.
- Despite not being a third-party character, Shulk is placed alongside them in most official material, including the Super Smash Bros. for Nintendo 3DS roster and foldout. In the Super Smash Bros. for Wii U roster, Shulk is placed before the clones, and in the Super Smash Bros. for Wii U manual, he is placed before Bowser Jr. As a result of this placement, Shulk may be mistaken as a third-party character. However, since Nintendo acquired Monolith Soft in 2007 prior to the development of Xenoblade Chronicles, Shulk is not a third-party character.
Fighters in Super Smash Bros. 4 | |
---|---|
Veterans | Bowser · Captain Falcon · Charizard · Diddy Kong · Donkey Kong · Dr. Mario · Falco · Fox · Ganondorf · Ike · Jigglypuff · King Dedede · Kirby · Link · Lucario · Lucas · Luigi · Mario · Marth · Meta Knight · Mewtwo · Mr. Game & Watch · Ness · Olimar · Peach · Pikachu · Pit · R.O.B. · Roy · Samus · Sheik · Sonic · Toon Link · Wario · Yoshi · Zelda · Zero Suit Samus |
Newcomers | Bayonetta · Bowser Jr. · Cloud · Corrin · Dark Pit · Duck Hunt · Greninja · Little Mac · Lucina · Mega Man · Mii Fighter (Mii Brawler · Mii Gunner · Mii Swordfighter) · Pac-Man · Palutena · Robin · Rosalina & Luma · Ryu · Shulk · Villager · Wii Fit Trainer |
Xenoblade Chronicles universe | |
---|---|
Fighters | Shulk (SSB4 · SSBU) · Pyra (SSBU) · Mythra (SSBU) |
Assist Trophy | Riki |
Stages | Gaur Plain · Cloud Sea of Alrest |
Other characters | Azurda · Dunban · Fiora · Metal Face · Nia · Rex |
Trophies and Spirits | Trophies · Spirits |
Music | SSB4 · Ultimate |