Super Smash Bros. 4

Shulk (SSB4): Difference between revisions

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|game        = SSB4
|game        = SSB4
|availability = [[Starter character|Starter]]
|availability = [[Starter character|Starter]]
|tier = D
|tier = De best!
|ranking = 38
|ranking = 38
}}
}}
:{{cquote|Shulk Foresees a Fight!|cite=Introduction Tagline}}
:{{cquote|Shulk Foresees a Fight!|cite=Introduction Tagline}}
'''Shulk''' ({{ja|シュルク|Shuruku}}, ''Shulk'') is a playable character in ''[[Super Smash Bros. 4]]''. Initially leaked alongside {{SSB4|Bowser Jr.}} and {{SSB4|Ganondorf}} via [[Leak#ESRB leak|footage used by the 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 {{for3ds}}. Adam Howden and Shintarō Asanuma reprise their roles as Shulk's voice actors in the English and Japanese versions of ''SSB4'', respectively.
'''Shulk''' ({{ja|シュルク|Shoorookoo}}, ''Shulk'') is bestest playable character in ''[[Super Smash Bros. 4]]''! Of course this only because [[Riki]] not actually playable and other friends not either.


Shulk is currently ranked 38th out of 58 on the ''SSB4'' [[tier list]], placing him in lower D tier and in the third lowest mid tier. Thanks to the [[List of swords#Monado|Monado]], he possesses the longest overall disjointed [[range]] of any character in the entire series. As a result, Shulk has one of the most effective movesets for [[spacing]] relative to the rest of the cast, which is most evident with his wide-ranged aerials, as well as long-ranged smash attacks that possess respectable overall damage outputs and KO potentials.
Shulk is numbered 38 on [[tier list|official list of bestness]]. Shulk have long sword [[range]] and can do other many things with [[Monado]]! [[Monado Arts]] let Shulk be heavy or be light, and have super damage attack power! Also give [[vision]]s for when big bad attack incoming! But Shulk is still brain man, not muscle man. He no move fast and rather learn than do. These not bad things!


The Monado also grants Shulk wide versatility thanks to its [[Monado Arts]], which allow him to adapt his attributes to fit the situation while opening up opportunities that he would not have without them. This includes outstanding [[recovery]] with Jump, one of the best [[approach]] speeds with Speed, very high survivability with Shield, a very high overall damage output with Buster, and some of the strongest finishing moves in the game with Smash. In addition to their general benefits, Jump grants potent [[edgeguard]]ing and aerial combo potentials, while Speed and Buster grant grounded combo potential. He also has one of the most effective [[counterattack]]s in [[Vision]], which boasts high range and power along with one of the longest counterattack windows of its kind.
==Attributes==
Ooooog too much words here for poor Riki to make better. He leave them alone for now.


However, Shulk is hindered by very sluggish frame data: almost none of his attacks come out within 5 frames (barring his neutral attack), and while his aerial attacks can be interrupted during their ending frames, all of his aerial attacks have extremely high ending lag and cannot [[autocancel]] in any way. 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 due to his Arts giving him new weaknesses, such as different mobility speeds and/or different amounts of knockback to consider. Additionally, the Monado Arts are also involved with his most advanced techniques, such as [[Monado Arts#Monado Art Landing Lag Cancel|Monado Art Landing Lag Canceling]] (MALLC), all which involve the precise activation and cancellation of his Monado Arts.
Due to his demanding techniques, along with his sluggish attacks and inability to auto-cancel causing him to rely heavily on spacing, Shulk is a rarity in tournaments, with low representation and below-average results in high-level play. Despite this, Shulk's playerbase has gradually discovered set-ups and technical combos that are unique to him due to his Monado Arts, with their efforts resulting in him achieving more consistent placings at regional tournaments. Additionally, he has achieved several noteworthy results in national tournaments due to the work of dedicated mains such as {{sm|Nicko}} and {{sm|Darkwolf}}, with Nicko and {{Sm|Kome}} both managing to place 17th at [[Frame Perfect Series 2]] after the creation of the third tier list.
==Attributes==
Much like in his [[Xenoblade (universe)|home game]], Shulk is a character who revolves around adapting to different situations with his attribute-enhancing [[Monado Arts]]. In comparison to the extreme changes granted by his Arts, most of Shulk's characteristics are relatively balanced: his [[walking]], [[falling speed]]s and [[gravity]] are all average, his [[dash]]ing is slightly below average, his [[air speed]] is above average and his [[air acceleration]] is below average. Shulk is also a [[Weight|heavyweight]], which by extension makes him the third heaviest sword-wielder in the game behind {{SSB4|Ike}} and {{SSB4|Link}}. Thanks to these attributes, Shulk has relatively good mobility for a character of his weight class, especially in the air, although they do not grant him too many obvious advantages or disadvantages.
Much like in his [[Xenoblade (universe)|home game]], Shulk is a character who revolves around adapting to different situations with his attribute-enhancing [[Monado Arts]]. In comparison to the extreme changes granted by his Arts, most of Shulk's characteristics are relatively balanced: his [[walking]], [[falling speed]]s and [[gravity]] are all average, his [[dash]]ing is slightly below average, his [[air speed]] is above average and his [[air acceleration]] is below average. Shulk is also a [[Weight|heavyweight]], which by extension makes him the third heaviest sword-wielder in the game behind {{SSB4|Ike}} and {{SSB4|Link}}. Thanks to these attributes, Shulk has relatively good mobility for a character of his weight class, especially in the air, although they do not grant him too many obvious advantages or disadvantages.


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==Update history==
==Update history==
Shulk has been considerably buffed via game updates. Update [[1.0.4]] increased the damage outputs of almost every single one of his attacks, improved Speed and Buster by adjusting their damage output and input multipliers respectively, and noticeably improved his down tilt and forward smash by adjusting their hitboxes. The changes to shield mechanics brought about by updates [[1.1.0]] and [[1.1.1]] were indirect buffs for Shulk: they made his attacks harder to punish on shield and turned several of his attacks into surprisingly effective shield breakers, especially when used with Buster. Lastly, update [[1.1.3]] increased the damage outputs of his dash, tilt and aerial attacks, as well as decreasing the landing lag of his aerials. As a result of these buffs, Shulk is considered to be much more viable than how he was during the initial release of ''SSB4''.
Riki is back typing!
 
Shulk get better as game moves on. Game numbers [[1.0.4]], [[1.1.0]], [[1.1.1]], and [[1.1.3]] made Shulk better in total. Shulk now even betterer than he was!
 
And...oh no, even more big words! Riki is okay with this, words full of funny numbers that only Shulk and Melly understand. (And Sharla and Fiora? Math not so good for us others. Riki can barely count littlepon!)


'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
'''{{GameIcon|ssb4-3ds}} [[1.0.4]]'''
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==Moveset==
==Moveset==
*The Monado deals more damage and knockback on some attacks if it hits from the center of its blade, rather than from its tip. In addition, Shulk's damage outputs and knockback can be further manipulated by [[Monado Arts]]. The following moveset list details the properties of Shulk's attacks when he has no active Monado Arts.
Shulk do many different things with how baddies get hit.
*Shulk is the only character who can [[interruptibility|interrupt]] all of his aerial attacks before their ending [[autocancel]] frames. This effectively means he cannot actually autocancel his aerials at all, but can avoid or reduce landing lag by double jumping or using another move before hitting the ground. However, his up and down aerials can be canceled by [[special move]]s in a full hop, negating landing lag.
**By extension, Monado Arts can be selected during landing lag.


{{MovesetTable
{{MovesetTable
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|neutral2dmg=3.5%
|neutral2dmg=3.5%
|neutral3dmg=5.3% (clean), 4.2% (late)
|neutral3dmg=5.3% (clean), 4.2% (late)
|neutraldesc=A jab, followed by a mid-level roundhouse kick, followed by an upward slash. It is Shulk's fastest move due to coming out on frame 5, has good range and boasts the highest damage output of any non-infinite neutral attack in the game as long as Shield or Smash are not active. Altogether, these traits make it one of Shulk's most reliable damage racking options. Its second hit resembles [http://xenoblade.wikia.com/wiki/Dive_Sobat Dive Sobat], one of [http://xenoblade.wikia.com/wiki/Reyn Reyn]'s Physical Arts.
|neutraldesc=Shulk pow with fist then spin with kick, and swish Monado up. Good fast and good bang, use all the time.
|ftiltname= 
|ftiltname= 
|ftiltdmg=13.5% (blade), 12% (beam)
|ftiltdmg=13.5% (blade), 12% (beam)
|ftiltdesc=An inward slash. Its impressive damage output and high knockback growth make it powerful for a tilt attack, as its blade hitbox KOs middleweights at 132% while near the edge, whereas its beam blade hitbox KOs them at 147% while near the edge. It is also capable of hitting opponents close to Shulk's back when [[pivot]]ed, which can be used as a surprise attack. However, it lacks the range possessed by Shulk's other moves, making it somewhat risky compared to them. It resembles one of Shulk's basic [http://xenoblade.wikia.com/wiki/Auto_Attack Auto Attacks].
|ftiltdesc=Flat Monado swing. Good for hitting a long way but kind of small.
|utiltname= 
|utiltname= 
|utiltdmg=8.5% (blade), 7.5% (beam)
|utiltdmg=8.5% (blade), 7.5% (beam)
|utiltdesc=An overhead arcing slice. A very good anti-air option due to it high vertical range, and can also cover most get-up options from the edge. However, it only hits in front of Shulk at its beginning, leaving him open on the ground. A reliable damage racking option while Buster is active, especially after an up throw. While it has average knockback (KOs middleweights at 161%/180% with the blade/beam hitbox respectively), the Smash Art significantly improves its KO power, allowing it to start KOing at as low as 103%.
|utiltdesc=Swing Monado in air for big big range, hit anything close. Shulk good at juggling with this, but no hit anyone on ground.
|dtiltname= 
|dtiltname= 
|dtiltdmg=9.5% (blade), 7.5% (beam)
|dtiltdmg=9.5% (blade), 7.5% (beam)
|dtiltdesc=A kneeling inward slice. It has good range and the lowest amount of ending lag out of all his moves, which make it a good combo starter while Jump, Speed or Buster are active.
|dtiltdesc=Crouch foot swing. Fastish.
|dashname= 
|dashname= 
|dashdmg=11.5%
|dashdmg=11.5%
|dashdesc=A braking inward slash. It deals respectable damage, but has very high ending lag. Additionally, its knockback is not sufficient enough to allow it to score KOs reliably while Smash is not active, as it does not KO middleweights until 167% while near the edge.
|dashdesc=Normal slow-down attack. Riki not think it good at all.
|fsmashname= 
|fsmashname= 
|fsmashdmg={{ChargedSmashDmgSSB4|5.5}} (hit 1), {{ChargedSmashDmgSSB4|13}} (hit 2 blade), {{ChargedSmashDmgSSB4|11.5}} (hit 2 beam)
|fsmashdmg={{ChargedSmashDmgSSB4|5.5}} (hit 1), {{ChargedSmashDmgSSB4|13}} (hit 2 blade), {{ChargedSmashDmgSSB4|11.5}} (hit 2 beam)
|fsmashdesc=A thrust, which causes the Monado to reveal its beam blade. It consists of two hits: the first is from the Monado's blade itself and the second is from its beam blade. The third longest ranged, non-projectile forward smash in the game, surpassed only by {{SSB4|Corrin}} and {{SSB4|Mii Gunner}}'s, it can hit opponents even hanging on the edge. Deals impressive damage overall when both hits connect, and its second hit deals very high knockback growth, especially while angled upward. While near the edge, it KOs middleweights at 101% when angled upward and both hits connect, while it KOs them at 108% when only its second hit connects. In comparison, it KOs middleweights at 111% while near the edge and not angled/angled downward when both hits connect, whereas it second hit KOs them at 119%. However, it is tied with up smash for having the second highest amount of ending lag out of Shulk's grounded attacks, which makes it very punishable if missed or without Buster's higher [[shieldstun]] to threaten shields. It strongly resembles [http://xenoblade.wikia.com/wiki/Slit_Edge Slit Edge], one of Shulk's Physical Arts.
|fsmashdesc=Slit Edge! Shulk poke baddies and blast away! Shulk have trouble getting back to standing after but that no problem.
|usmashname= 
|usmashname= 
|usmashdmg={{ChargedSmashDmgSSB4|4.5}} (hit 1), {{ChargedSmashDmgSSB4|13.5}} (hit 2)
|usmashdmg={{ChargedSmashDmgSSB4|4.5}} (hit 1), {{ChargedSmashDmgSSB4|13.5}} (hit 2)
|usmashdesc=Squats and slams the Monado's hilt onto the ground, which causes its beam blade to thrust upward. Like his forward smash, it deals impressive damage overall due to consisting of two hits: its first is from the Monado's blade and its second is from its beam blade. Its second hit KOs middleweights at 112% and, unlike forward smash, it is not necessary to land both of up smash's hits in order for it to KO earlier. Its deceptive horizontal range also allows it to punish rolls, landings, and edge get-up options, while its high vertical range, knockback and [[Priority|transcendent priority]] makes it a great anti-air move in general. However, it is tied with forward smash for having the second highest amount of ending lag out of Shulk's grounded attacks.
|usmashdesc=Shulk bang Monado on ground for air attack, Riki not get it but there it is. Again slow but super flight power.
|dsmashname= 
|dsmashname= 
|dsmashdmg={{ChargedSmashDmgSSB4|14}} (hit 1 blade), {{ChargedSmashDmgSSB4|11}} (hit 1 beam), {{ChargedSmashDmgSSB4|12}} (hit 2 blade), {{ChargedSmashDmgSSB4|10}} (hit 2 beam), {{ChargedSmashDmgSSB4|10}} (hit 3 blade), {{ChargedSmashDmgSSB4|8}} (hit 3 beam), {{ChargedSmashDmgSSB4|8}} (hit 4 blade), {{ChargedSmashDmgSSB4|6}} (hit 4 beam), {{ChargedSmashDmgSSB4|6}} (hit 5 blade), {{ChargedSmashDmgSSB4|4}} (hit 5 beam)
|dsmashdmg={{ChargedSmashDmgSSB4|14}} (hit 1 blade), {{ChargedSmashDmgSSB4|11}} (hit 1 beam), {{ChargedSmashDmgSSB4|12}} (hit 2 blade), {{ChargedSmashDmgSSB4|10}} (hit 2 beam), {{ChargedSmashDmgSSB4|10}} (hit 3 blade), {{ChargedSmashDmgSSB4|8}} (hit 3 beam), {{ChargedSmashDmgSSB4|8}} (hit 4 blade), {{ChargedSmashDmgSSB4|6}} (hit 4 beam), {{ChargedSmashDmgSSB4|6}} (hit 5 blade), {{ChargedSmashDmgSSB4|4}} (hit 5 beam)
|dsmashdesc=Crouches and spins to swing the Monado in a circle along the ground. 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 middleweights at 106% while near the edge. Each spin subsequently loses power, but the final spin has slightly more range. While it is possible for this attack to connect more than once, it is difficult to do so unless Buster is active and the opponent has low damage. This also allows him to break full shields if Buster is active and a shielding opponent is cornered at an edge, as landing all three hits in front of Shulk is enough to completely break a shield. Extremely useful for punishing [[roll]]s and [[sidestep]]s due to its multiple hitboxes and range, but it has the highest amount of ending lag out of Shulk's smash attacks. Resembles [http://xenoblade.wikia.com/wiki/War_Swing War Swing], one of Reyn's Physical Arts.
|dsmashdesc=Shulk spin spin spins for getting baddies away. Make Shulk dizzy, but destroy shields like butter!
|nairname= 
|nairname= 
|nairdmg=7.5% (blade), 8.5% (beam)
|nairdmg=7.5% (blade), 8.5% (beam)
|nairdesc=A circular slash around himself. It is Shulk's most useful [[approach]] option due to its wide range, low landing lag (10 frames) and high amount of active frames. Its hitbox begins slightly behind Shulk's toes and continues all the way over his head; despite what the sword trail depicts, the move is unable to connect against enemies behind him during its final frames. A great combo starter while Jump, Speed or Buster are active, and it can punish [[air dodge]]s due to 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-destruct]]ing.
|nairdesc=Funny circle swing. Very big hit place but long time to end.
|fairname= 
|fairname= 
|fairdmg=8% (blade), 6.5% (beam)
|fairdmg=8% (blade), 6.5% (beam)
|fairdesc=A downward slash. It has the least ending lag out of all his aerials and excellent range for an aerial due to its 180° arc, all of which make it great for spacing and interrupting approaches. It is also a powerful combo option 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 landing lag, making it punishable on shield at close-range or against faster characters like {{SSB4|Little Mac}}. If it hits during its ending frames, which are near Shulk's feet, it will launch opponents behind him and allow for either Air Slash combos or a [[stage spike]].
|fairdesc=Fastish slash. Shulk like to swing and then swing again for carrying baddies away.
|bairname= 
|bairname= 
|bairdmg=12.5% (clean), 8.5% (late)
|bairdmg=12.5% (clean), 8.5% (late)
|bairdesc=A reverse gripped thrust. Its hitbox begins at Shulk's body. It deals respectable damage and high knockback growth, which allow it to KO middleweights at 124% while near the edge. Additionally, its long horizontal range makes it very useful for long-range poking and benefits the most from [[Monado Arts#Monado Art Landing Lag Cancel|Monado Art Landing Lag Canceling]]. However, it has slow start-up and high landing lag.
|bairdesc=Shulk poke Monado behind. Surprise big range. Reyn say it look like kayak paddle.
|uairname= 
|uairname= 
|uairdmg=5.5% (hit 1), 10.5% (hit 2 blade), 8% (hit 2 beam)
|uairdmg=5.5% (hit 1), 10.5% (hit 2 blade), 8% (hit 2 beam)
|uairdesc=An upward thrust, similar to {{SSB4|Link}} and {{SSB4|Toon Link}}'s Up Thrust. Functions like his forward and up smashes, with its first hit being from the Monado's blade and its second hit being from its beam blade. It has deceptively long vertical range that is capable of [https://youtu.be/0quf0zxVv3I?t=618 reaching through the main platform of Town and City], which makes it a useful juggling option against falling opponents and potent KOing option near the upper [[blast line]]. Its second hit has high knockback growth, which allows its blade hitbox to KO middleweights at 113%, while its beam blade hitbox KOs them at 142%. With Jump active, a landing up aerial can chain directly into another up aerial, leading to a KO combo. However, it has minimal horizontal range, which can make it difficult to connect with.
|uairdesc=Poke up. Good blastpow but boring to see.
|dairname= 
|dairname= 
|dairdmg=7.5% (hit 1 grounded), 6% (hit 1 aerial), 11.5% (hit 2 blade), 10.5% (hit 2 beam)
|dairdmg=7.5% (hit 1 grounded), 6% (hit 1 aerial), 11.5% (hit 2 blade), 10.5% (hit 2 beam)
|dairdesc=A downward thrust, similar to Link's Down Thrust. Functions like his forward and up smashes, with its first hit being from the Monado's blade and its second hit being from its beam blade. The second hit [[meteor smash]]es when [[sweetspot]]ted. A decent edgeguarding option, it can also stage spike edge-hanging opponents. However, it has high landing lag, making it punishable if missed. Like his up aerial, it has minimal horizontal range, and its first hit might not connect into its second hit if Shulk is moving too fast.
|dairdesc=Opposite poke as poke up. Fun to hit baddies into pits, but real hard to do.
|grabname= 
|grabname= 
|grabdesc=Reaches out. Shulk's overall grab range is average, but while Speed is active, his pivot grab significantly improves due to his increased speed and decreased traction.
|grabdesc=Yoink!
|pummelname= 
|pummelname= 
|pummeldmg=3%
|pummeldmg=3%
|pummeldesc=Strikes the opponent's head with the Monado's hilt. A slow pummel, but while Buster is active, it is tied with {{SSB4|Olimar}}'s White Pikmin-based pummel as the most damaging pummel in the game. Conversely, it is the least damaging pummel game while either Shield or Smash is active.
|pummeldesc=Shulk bonk baddie in head.
|fthrowname= 
|fthrowname= 
|fthrowdmg=3% (hit 1), 8% (hit 2)
|fthrowdmg=3% (hit 1), 8% (hit 2)
|fthrowdesc=An upward swipe. With Speed or Buster active, it can lead into a dash attack or a forward aerial. Although the slash can hit other nearby opponents, it deals set knockback on anyone aside from the thrown opponent.
|fthrowdesc=Shulk push baddie forward. Not impressive.
|bthrowname= 
|bthrowname= 
|bthrowdmg=3% (hit 1), 9% (hit 2)
|bthrowdmg=3% (hit 1), 9% (hit 2)
|bthrowdesc=Pulls the opponent behind himself and performs a reversed gripped thrust. It is Shulk's most damaging throw and one of the few moves in the game that deals back-facing knockback, which allows it to be used as a set-up for a [[Back Slash]]. With Smash active, it is one of the strongest back throws in the game. However, it has below average knockback growth, which makes unable to score KOs reliably while Smash is not active, as it does not KO middleweights until 192% while near the edge.
|bthrowdesc=Backward push. Shulk use to ready Back Slash or just toss baddies away.
|uthrowname= 
|uthrowname= 
|uthrowdmg=3% (hit 1), 4% (hit 2)
|uthrowdmg=3% (hit 1), 4% (hit 2)
|uthrowdesc=Heaves the opponent in the air and performs a kneeling upward thrust. It has combo potential at low percentages and/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 dodge]]s. At high percentages, it can act as a set-up into an up aerial while Jump is active, which has the potential to KO opponents if their reaction is read properly. If buffered with the momentum of a canceled Jump, this combo is only avoidable with an air dodge and can be effectively performed at a wide range of percentages. This is referred to as the [https://www.youtube.com/watch?v=QqYkLTx-eRU&feature=youtu.be&t=288 Monado Purge Combo]. Alternatively, a Jump-boosted up throw can lead into the early hitbox of a forward aerial.
|uthrowdesc=Shulk poke up again. Shulk's creativity a bit thin now.
|dthrowname= 
|dthrowname= 
|dthrowdmg=3% (hit 1), 4% (hit 2)
|dthrowdmg=3% (hit 1), 4% (hit 2)
|dthrowdesc=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 the combo into forward smash being capable of dealing 35%. With Smash active, it is the strongest down throw in the game, and consequently Shulk's most powerful throw, which makes it a viable KOing option near the edge. However, even though it has high knockback growth, it is unable to score KOs reliably while Smash is not active, as it does not KO middleweights until 210% while near the edge.
|dthrowdesc=Shulk poke baddie into ground. Shulk like this move as surprise blast-away at edge.
|floorfname= 
|floorfname= 
|floorfdmg=7%
|floorfdmg=7%
|floorfdesc=Slices around himself while getting up.
|floorfdesc=Shulk can attack while toppled? Wow! Teach Riki!
|floorbname= 
|floorbname= 
|floorbdmg=7%
|floorbdmg=7%
|floorbdesc=Slices around himself while getting up.
|floorbdesc=Is this same as above?
|floortname= 
|floortname= 
|floortdmg=5%
|floortdmg=5%
|floortdesc=Slices around himself while getting up.
|floortdesc=Oh this one weaker. Why?
|edgename= 
|edgename= 
|edgedmg=7%
|edgedmg=7%
|edgedesc=Performs an inward slice while climbing up.
|edgedesc=Reyn say Shulk has weak wrists, so how he grab edge?
|nsdefname=Monado Arts
|nsdefname=Monado Arts
|nsdefdmg=—
|nsdefdmg=—
|nsdefdesc=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. 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 techniques, including his signature technique, the Monado Art Landing Lag Cancel.
|nsdefdesc=Shulk pick a Monado Art and use it to put aura on self! Shulk can also then do many silly things in unintended ways! Shulk say he has "connections" with virtual worlds.
|nsc1name=Decisive Monado Arts
|nsc1name=Decisive Monado Arts
|nsc1dmg=—
|nsc1dmg=—
|nsc1desc=Each Art lasts for 21 seconds instead of 16, but once an Art is activated, it cannot be canceled manually. Due to this, this prevents the effective usage of Monado Art-activated advanced techniques. There is also a slight delay before the Arts activate.
|nsc1desc=If Shulk do this instead, Arts do more but no can be turned off early.
|nsc2name=Hyper Monado Arts
|nsc2name=Hyper Monado Arts
|nsc2dmg=—
|nsc2dmg=—
|nsc2desc=Each Arts' positives and negatives are both amplified, but the Arts only last for 5 seconds instead of 16. Additionally, their cooldown durations are 5 seconds longer.
|nsc2desc=If Shulk do this instead, Arts do more but have worse cooldown. Why would Shulk do this!?
|ssdefname=Back Slash
|ssdefname=Back Slash
|ssdefdmg=10%/9% (front, front landing), 16%/14% (back), 15%/13% (back landing)
|ssdefdmg=10%/9% (front, front landing), 16%/14% (back), 15%/13% (back landing)
|ssdefdesc=A leaping downward slash. Shulk takes a small leap forward upon start-up, giving it slightly more range and allows him to jump over small projectiles. However, it cannot grab edges once initiated, making it largely ineffective as a recovery move. True to its name, it deals more damage and knockback if it hits the opponent's back, to the point that it KOs middleweights at 104% while near the edge. Conversely, it KOs them at 156% when hitting their front and while near the edge.
|ssdefdesc=Back Slash! Shulk strike from behind for big big big damage!
|ssc1name=Back Slash Leap
|ssc1name=Back Slash Leap
|ssc1dmg=10%/8% (front), 16%/14% (back)
|ssc1dmg=10%/8% (front), 16%/14% (back)
|ssc1desc=Leaps much higher before performing the slash and has slightly faster start-up, but grants less horizontal movement.
|ssc1desc=If Shulk do this instead, he go up high but move not much at all.
|ssc2name=Back Slash Charge
|ssc2name=Back Slash Charge
|ssc2dmg=4% (front), 13%/11% (back)
|ssc2dmg=4% (front), 13%/11% (back)
|ssc2desc=Grants [[super armor]] for the slash and 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.
|ssc2desc=If Shulk do this instead, he go super-rock-stiff and not get budged until he done. But it then do nothing from front and much much slow.
|usdefname=Air Slash
|usdefname=Air Slash
|usdefdmg=6% (hit 1 clean), 5% (hit 1 late), 5.5% (hit 2)
|usdefdmg=6% (hit 1 clean), 5% (hit 1 late), 5.5% (hit 2)
|usdefdesc=A jumping upward slash, similar to [[Dolphin Slash]]. It is a [[natural combo]]: its first hit deals set knockback, while pressing the attack button at its conclusion will result in a second hit, which is an outward slash that grants a small vertical boost, especially if used late. Its second hit has high knockback growth, which allows it to KO middleweights at 132% while near the edge. However, its first hit will not automatically edge-sweetspot unless the player presses the special button when Shulk is right next to an edge.
|usdefdesc=Air Slash! Shulk jump up even if already in air! Then slash and slash again! But Reyn and Dunban not here to topple. Sad.
|usc1name=Advancing Air Slash
|usc1name=Advancing Air Slash
|usc1dmg=6% (hit 1 clean), 5% (hit 1 late), 8% (hit 2)
|usc1dmg=6% (hit 1 clean), 5% (hit 1 late), 8% (hit 2)
|usc1desc=The first slash launches opponents diagonally, while the second slash is faster and moves Shulk forward and slightly downward.
|usc1desc=If Shulk do this instead, he go all funny directions.
|usc2name=Mighty Air Slash
|usc2name=Mighty Air Slash
|usc2dmg=9% (hit 1 clean), 7% (hit 1 late), 10% (hit 2)
|usc2dmg=9% (hit 1 clean), 7% (hit 1 late), 10% (hit 2)
|usc2desc=Deals more damage, but it has less overall range, which makes both hits more difficult to chain together at higher percents.
|usc2desc=If Shulk do this instead, he do more owies but less jumps.
|dsdefname=Vision
|dsdefname=Vision
|dsdefdmg=1.3x (min 10%/7% (standard), min 13%/10% (alternate))
|dsdefdmg=1.3x (min 10%/7% (standard), min 13%/10% (alternate))
|dsdefdesc=A counterattack involving Shulk using the Monado to foresee an attack. If he is hit, Shulk retaliates with a slow, powerful, and long-ranged slash that launches opponents forward. Alternatively, holding forward while counterattacking on the ground causes a fast dashing slash which launches opponents backward with even more damage and knockback, but at the cost of less range. Notable for being both one of the strongest counters in the series (with its alternate version rivaling [[Counter Surge]] in regard to power) and being tied with [[Double Team]] for having the longest amount of counter frames. However, it 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 standard counterattack resembles [http://xenoblade.wikia.com/Stream_Edge Stream Edge], one of Shulk's Physical Arts, while the alternate counterattack resembles [http://xenoblade.wikia.com/wiki/Thunder Thunder], one of [[Dunban]]'s Ether Arts.
|dsdefdesc=Shulk see attack and avoid, then counter with big power slash! Nyapakapow!
|dsc1name=Dash Vision
|dsc1name=Dash Vision
|dsc1dmg=1x (min 8%/5% (standard), min 11%/8% (alternate))
|dsc1dmg=1x (min 8%/5% (standard), min 11%/8% (alternate))
|dsc1desc=Takes a large step forward, increasing the counterattack's range. The counterattack is also faster, but has a lower damage multiplier.
|dsc1desc=If Shulk do this instead, he slash faster but with less boom.
|dsc2name=Power Vision
|dsc2name=Power Vision
|dsc2dmg=1.5x (min 17%/14% (standard), min 20%/17% (alternate))
|dsc2dmg=1.5x (min 17%/14% (standard), min 20%/17% (alternate))
|dsc2desc=The counterattack has a higher damage multiplier and deals more knockback. The alternate counterattack in particular boasts extreme power, as it can KO opponents on small stages even after countering something weak, such as a neutral attack. However, the counterattack is slower and consecutive uses drastically shorten its active frames, to the point where it cannot counterattack at all after several consecutive uses.
|dsc2desc=If Shulk do this instead, he slash slower and with even more super big boom power!
|fsname=Chain Attack
|fsname=Chain Attack
|fsdmg=3% (hit 1), 2% (hits 2-12), 12% (hit 13), 5% (hit 14)
|fsdmg=3% (hit 1), 2% (hits 2-12), 12% (hit 13), 5% (hit 14)
|fsdesc=Summons [[Dunban]] and [[Riki]] to perform a [http://xenoblade.wikia.com/wiki/Chain_Attack Chain Attack] on the opponent, which he then concludes with a powerful slash that is strong enough to KO middleweights at 58% while near the edge. Chain Attack's damage output and knockback can also be affected by Monado Arts.
|fsdesc=Riki finally appear to help Shulk with Chain Attack! [[Dunban|Dundun]] here too.
}}
}}


===[[On-screen appearance]]===
===[[On-screen appearance]]===
{{appearance
{{appearance
|desc=Jumps down onto the stage while performing a downward slash using the Monado. Shulk then quickly turns his back to the screen and places the Monado on his back while Buster's symbol flashes briefly.
|desc=Jump down from nowhere without fall damage! Wow.
|char=Shulk
|char=Shulk
|game=SSB4}}
|game=SSB4}}
Line 198: Line 194:
{{Taunt/SSB4
{{Taunt/SSB4
|char=Shulk
|char=Shulk
|desc-up=Shrugs, shakes his head, and waves a hand as if lecturing someone while saying "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 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.
|desc-up="Now it's Shulk time!" Reyn confused when he first heard - be angry or proud for stealing?
|desc-side=Grips the Monado's handle with his right hand while triumphantly pumping his left fist and announcing "I'm really feeling it!" ({{ja|だんだん乗ってきたよ!|Dandan notte kita yo!}}, ''Gradually getting the hang of it!''). References one of Shulk's voice clips in ''Xenoblade Chronicles'' when his tension level increases in combat.
|desc-side="I'm really feeling it!" Shulk always feel it!
|desc-down=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 [[Blaster (disambiguation)|Blaster]], [[Hero's Bow]], and [[Palutena Bow]]. References one of Shulk's lines when he activates the Monado's Talent Art in ''Xenoblade Chronicles''.}}
|desc-down="This is the Monado's power!" As always!}}


===[[Idle pose]]s===
===[[Idle pose]]s===
{{Idle
{{Idle
|desc-1=Taps his foot while thinking about something. Based on his idle animation from ''Xenoblade Chronicles''.
|desc-1=Foot tap. Shulk bored.
|desc-2=Tenses and quickly looks behind himself, then in front of him before easing up.
|desc-2=Look around to find Riki for help!
|image-1=ShulkIdlePose1WiiU.jpg
|image-1=ShulkIdlePose1WiiU.jpg
|image-2=ShulkIdlePose2WiiU.jpg}}
|image-2=ShulkIdlePose2WiiU.jpg}}
Line 221: Line 217:
{{Victory/SSB4
{{Victory/SSB4
|victory-theme=Victory! (Shulk).ogg
|victory-theme=Victory! (Shulk).ogg
|victory-desc=The second half of the riff of {{SSB4MusicLink|Xenoblade|You Will Know Our Names}}, the theme used in ''Xenoblade Chronicles'' when the party fights a Unique Monster.
|victory-desc=Good part of {{SSB4MusicLink|Xenoblade|You Will Know Our Names}}!
|desc-1=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!" In Japanese respectively, they are {{ja|みんなの気持ちが伝わってきたよ!|Minna no kimochi ga tsutawatte kita yo!}} (''Everyone's feelings have been coming through!'') or {{ja|ほんと、いい流れがつくれているよ!|Honto, ī nagare ga tsukurete iru yo!}} (''For real, this makes it a good flow!'')
|desc-1="The future is ''ours'' to decide." or "I've got a good rhythm going!" Shulk either deep or shallow. It funny.
|desc-2=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!" In Japanese respectively, they are {{ja|よかった、これで解決ですね.|Yokatta, kore de kaiketsudesu ne.}} (''All good, it's been quite resolved.'') or {{ja|結構よい仕上がりだね?|Kekkō yoi shiagari da ne?}} (''It was a splendid completion, huh?'')
|desc-2="I got through that pretty good!" or "This is a good result!" Shulk good at voice taunt.
**The former English quote Shulk has a chance of exclaiming 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 Battle]]s, where it is his only line.
|desc-3="I ''can'' change the future!" or "I can ''feel'' the power!" Bit deep.
|desc-3=Bows down with the Monado held lengthwise, activates its beam blade and then either {{GameIcon|ssb4-3ds}}quickly flexes his fingers before re-grabbing the Monado's handle or {{GameIcon|ssb4-u}}continues to hold its handle before posing with the Monado backhandedly, saying either "I ''can'' change the future!" or "I can ''feel'' the power!" In Japanese respectively, they are {{ja|未来は.....変えられるんだ!|Mirai wa.....kae rarerun da!}} (''The future.....I can change it!'') or {{ja|うん、力を感じる.|Un, ryoku wo kanjiru.}} (''Hmm, I feel the power.'')
|char=Shulk}}
|char=Shulk}}


==In competitive play==
==In competitive play==
Oh boy many more words here than Riki can handle. Break time!
===[[Official Custom Moveset Project]]===
===[[Official Custom Moveset Project]]===
{{OfficialCustomMoves
{{OfficialCustomMoves
Line 349: Line 346:


==Trivia==
==Trivia==
<!--Do not add the trivia about Shulk's alts. It already says it over on the alternate costumes page.-->
*Shulk not use Light Heal in Smash Bros. game because he know it not fair. Same with other arts.
*Shulk makes a few references to his home game:
*When Riki came to Shulk page it full of trivia that basically "Shulk here is like Shulk from home". Over and over. Like Oka's complaining of Riki! (Riki sadded himself.)
**He retains his jumping animation from ''Xenoblade Chronicles'', while his dashing animation and one of his idle poses are almost identical to how they appeared in said game as well.
**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. {{SSB4|Ganondorf}} and his Sword of Sages are exempt, due to the Sword of Sages' usage as a weapon only occurring as a [[Warlock Punch#Customization|custom move]].
**Many of his voice clips are re-recorded versions of the lines that he would speak throughout ''Xenoblade Chronicles''.
***His alternate [[KO|blast KO]] line, "Not good!" ({{ja|不味いね!|Mazui ne!}}), is a reference to one of his battle lines from ''Xenoblade Chronicles'', "Not good... I'm losing it...", which he mutters when his [http://xenoblade.wikia.com/wiki/Tension tension] is at its lowest level in battle. This also makes Shulk one of the few characters to speak after being KO'd.
*Shulk is the only character to tumble towards the screen when another character [[footstool jump]]s on him, 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 [[Monado Arts|Art]] more visible to the player.
*Shulk is the only human sword-wielding character that uses a "wobbling" sound effect while charging up smash attacks instead of the "unsheathing" sound that the rest of the sword-wielding characters use.
*Shulk and {{SSB4|Palutena}} are the only characters who can [[interruptibility|interrupt]] one of their aerials during their ending frames. In Shulk's case, he can interrupt all of aerials during their ending frames, which allows him to act out of them before he lands. One example is replacing a back aerial's 19 frames of landing lag by performing a neutral aerial before landing, cutting its landing lag to 10 frames.
*The voice clip for his third victory pose, "I ''can'' change the future!", is missing from the [[Sound Test]].
*On {{for3ds}}, Shulk's swimsuit palette swap will cause part of his neck to stretch and connect with the Monado during Shulk's on-screen appearance and down taunt. This is an oversight due to it sharing the same bone as the Monado's ring.
*If playing on any 2D stages on {{for3ds}}, such as [[Flat Zone 2]] or [[Super Mario Maker]], the Monado's beam blade will not align properly in several situations: during his sword-swinging victory pose, [[Chain Attack]]'s final slash, and his backhanded victory pose (the latter causing the beam blade to appear much thinner than usual).
*Despite not being a third-party character, Shulk is placed alongside them in most official material, including the {{for3ds}} roster and foldout. In the {{forwiiu}} roster, Shulk is placed before the clones, and in the ''Super Smash Bros. for Wii U'' manual, he is placed before {{SSB4|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'', <!--Attention! Do not edit the following without discussing it on the talk page.--> Shulk is not a third-party character.<!--Repeat : Do not edit this bullet point without discussing it on the talk page. Doing so will result in an automatic block.-->
 


{{SSB4Characters}}
{{SSB4Characters}}

Revision as of 21:26, March 31, 2017

This article is about Shulk's appearance in Super Smash Bros. 4. For the character in other contexts, see Shulk.
Shulk
in Super Smash Bros. 4
Shulk
XenobladeSymbol.svg
Universe Xenoblade Chronicles
Availability Starter
Final Smash Chain Attack
Tier De best! (38)
Shulk (SSB4)
Shulk Foresees a Fight!
—Introduction Tagline

Shulk (シュルク, Shulk) is bestest playable character in Super Smash Bros. 4! Of course this only because Riki not actually playable and other friends not either.

Shulk is numbered 38 on official list of bestness. Shulk have long sword range and can do other many things with Monado! Monado Arts let Shulk be heavy or be light, and have super damage attack power! Also give visions for when big bad attack incoming! But Shulk is still brain man, not muscle man. He no move fast and rather learn than do. These not bad things!

Attributes

Ooooog too much words here for poor Riki to make better. He leave them alone for now.

Much like in his home game, Shulk is a character who revolves around adapting to different situations with his attribute-enhancing Monado Arts. In comparison to the extreme changes granted by his Arts, most of Shulk's characteristics are relatively balanced: his walking, falling speeds and gravity are all average, his dashing is slightly below average, his air speed is above average and his air acceleration is below average. Shulk is also a heavyweight, which by extension makes him the third heaviest sword-wielder in the game behind Ike and Link. Thanks to these attributes, Shulk has relatively good mobility for a character of his weight class, especially in the air, although they do not grant him too many obvious advantages or disadvantages.

Shulk's greatest strength is his disjointed range. The Monado's range grants him the single longest disjointed melee attacks in the series, even surpassing Ike and Cloud's, with most of his normal attacks having overall long ranges. 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 neutral attack, up tilt and smash attacks, each of which possess distinct perks. His neutral attack is the most damaging non-infinite neutral attack in the game, even without Buster. His up tilt boasts outstanding vertical range and can cover multiple get-up options from the edge. Lastly, his smash attacks boast high power and long ranges; his forward smash is particularly notable due to being the third longest ranged forward smash in the game, being surpassed only by Corrin and Mii Gunner's.

His range also applies to his aerial moves, and collectively grant him a powerful air game. 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 due to its long-lasting hitbox and low landing lag, while the latter lasts shorter and has slightly more landing lag, but ends faster making it a very good edgeguarding and spacing option. His back aerial is a capable KOing option thanks to its great range and being his most powerful aerial. Lastly, his up and down aerials are, like his back aerial, thrusts rather than 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 and the latter being capable of meteor smashing.

Shulk's defining abilities are his Monado Arts. Each Art tweaks his attributes considerably for 16 seconds and can be manually canceled at any time, even during hitstun. 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 bad position. Jump grants him significant aerial mobility by making his jumps the highest in the game while improving both his air speed and Air Slash's height. This allows him to recover from almost anywhere off-stage, edgeguard more aggressively and even perform several KO combos, such as a wall of pain leading to a sacrificial Air Slash at moderate percentages. Speed amplifies his usually average ground speed while reducing his jump height, making his short hopped aerials more efficient for combos and spacing, while allowing him to approach and retreat noncommittally. It also lowers traction, making Shulk's pivot grab the third longest in the game (tied with Meta Knight) for its duration. These two Arts grant him outstanding mobility for a heavyweight, 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 taken, 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 into 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. With access to these attribute-changing abilities, 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.

Due to the technical aspects of activating Monado Arts, Shulk also has access to multiple unique advanced techniques, the most notable of which is known as 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 a punish before immediately responding with a punish of his own, or start shield break combos, 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 combo consisting of a buffer canceled up throw to up aerial at high percentages, and Monado Art Ledge Snapping, which bypasses ledge getup animations while protecting the user with brief intangibility. If mastered, Shulk's Monado Art techniques can be very effective and unpredictable mix-up options inaccessible to any other character 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 Corrin's Counter Surge as the strongest counterattack in the game.

However, Shulk has some glaring and exploitable weaknesses. Despite his outstanding range, his moveset is infamously sluggish to compensate, being among the slowest in the game along with King Dedede and Ganondorf's movesets. Barring his neutral attack, standing grab and Vision, none of his attacks come out before frame 9, while only his down tilt has less 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, 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 to be inescapable. As a result, Shulk is somewhat reliant on being at a punishable distance to start dealing any significant damage.

His sluggish frame data also extends to his aerials. While he is uniquely the only character who can interrupt the ending lag of his aerials with a jump, air dodge or another air attack, all of Shulk's aerials have disproportionately high ending lag, with neutral aerial in particular having 71 frames of ending lag. In addition, Shulk is the only character who cannot autocancel any of his aerials, forcing him to endure landing lag every time he starts an aerial attack, even from a full hop. While Monado Art Landing Lag Canceling can negate this, it is considerably more complicated to perform compared to autocanceling, 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.

Due to his weight and stature, Shulk is an easy target for combos and juggles, as his tall frame, slow air acceleration, and lack of quick combo breakers (with his fastest aerial, neutral aerial, coming out on frame 13 and beginning behind himself) makes it difficult to break out of combos. His lack of a projectile and anti-projectile options also makes it difficult to pressure his opponent from a distance, while making it hard for him to approach against projectile users as well. Even pressure on the ground can be hard to escape from, as Shulk has the fifth lowest traction in the game. This gives him a poor out of shield game without Air Slash, which is punishable when missed. Shulk's special attacks are also flawed in some ways. Back Slash's knockback is exceptionally weak if hitting the opponent's front, has considerable ending lag, and is notorious for its inability to edge sweetspot. Air Slash provides very little horizontal momentum and does not sweetspot edges immediately if the second slash is used, 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 very vulnerable to damage, and when combined with his slow moveset, makes it even riskier to whiff a move. Speed lowers his damage output, requiring him to deal more hits for the same amount of damage and reduces his jump force to the point of hindering his vertical mobility. Shield drastically reduces his mobility and damage output to the point of making his recovery and offensive potential among the worst in the game, respectively. Shield's increased knockback defense also leaves Shulk heavily susceptible to combos and juggling that can be difficult to escape from due to his decreased 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, and then even they only do so well past 150%. Finally, Smash severely reduces his survivability, hinders his combo game, and make his attacks the least damaging in the game.

Even having no Arts active is disadvantageous, as his balanced attributes do not allow him to easily approach or catch up with opponents. Having no Arts active also hinders Shulk offensively: very few of his moves possess combo potential past low percentages, and all his smash attacks have high ending lag, making them very punishable. This forces Shulk to be reliant on edgeguarding 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.

Shulk's custom moves grant him various options. Decisive Monado Arts last longer and have amplified effects, but cannot be changed. This makes them great for regaining neutral or claiming stage control, but at the cost of their dynamic flexibility in the middle of the match. Hyper Monado Arts last much shorter and with even harsher debuffs, but their buffs are even more powerful, which allows 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 the counterattack itself is immensely powerful and capable of generating one-hit KOs, especially with Smash.

Overall, Shulk functions much like in his home game, as his optimal playstyle consists of warding off pressure and having extensive knowledge of his opponent. While his weaknesses are exploitable if fighting head-on, his adaptability and array of wildcard-like tools allow him to excel if played patiently and while exploiting openings. However, due to his uncommonly sluggish attacks and very demanding techniques, he is arguably one of the hardest characters to master. While he has a notable playerbase that constantly discover and improve on the unique mechanics granted by his Monado Arts, his weaknesses have resulted in him garnering low representation and only some degree of competitive success despite his potential, with most of his representation coming from dedicated mains like Nicko and Darkwolf.

Update history

Riki is back typing!

Shulk get better as game moves on. Game numbers 1.0.4, 1.1.0, 1.1.1, and 1.1.3 made Shulk better in total. Shulk now even betterer than he was!

And...oh no, even more big words! Riki is okay with this, words full of funny numbers that only Shulk and Melly understand. (And Sharla and Fiora? Math not so good for us others. Riki can barely count littlepon!)

Super Smash Bros. for Nintendo 3DS 1.0.4

  • Buff 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).
  • Buff All tilt attacks deal 1% more damage: 12%/10.5% → 13%/11.5% (forward), 7%/6% → 8%/7% (up), 8%/6% → 9%/7% (down).
  • Nerf Forward tilt's knockback growth decreased: 100 → 92, slightly hindering its KO ability despite its increased damage.
  • Buff 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.
  • Buff Dash attack deals 1% more damage: 10% → 11%.
  • Buff Dash attack's ending lag decreased: frame 57 → 53.
  • Buff Forward and up smash deal more damage: 5%, 12.5%/11% → 5.5%, 13%/11.5% (forward), 4%, 13% → 4.5%, 13.5% (up).
  • Buff Forward smash has been improved. It received a variety of changes to enable both of its hits to connect together better.
  • Change Forward smash's first hit's angles altered: 40° (upward)/75° (forward)/84° (downward) → 78°/10°/40°.
  • Change Forward smash's first hit's fixed knockback values decreased: 45/45/31 → 28/28/28.
  • Nerf Forward smash's first hit's radii decreased: 4/4/4 → 2/2/4.
  • Buff 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].
  • Buff Forward smash's second hit's radii increased: 3.5/2 → 4/3.
  • Change Forward smash's second hit's first hitbox X-offset decreased: 22–0 → 21–0.
  • Buff 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%.
  • Buff 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).
  • Buff Forward aerial's landing lag decreased: 21 → 18 frames.
  • Buff All throws' first hits deal 1% more damage: 2% → 3%.
  • Buff Monado Speed's damage output multiplier increased for all variations: 0.72x (default, Decisive)/0.576x (Hyper) → 0.8x/0.64x.
  • Buff Monado Buster's damage input multiplier decreased for all variations: 1.2x (default, Decisive)/1.44x (Hyper) → 1.13x/1.356x.
  • Buff 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).
  • Change All variations of Vision have had their Y-offsets increased: 8 → 9.


Super Smash Bros. 4 1.1.0

  • Buff Back Slash's start-up lag decreased: 31 frames → 22.
  • Nerf Aerial Back Slash travels slower.
  • Buff Up aerial's first hit now launches opponents at 96° and its second hit's hitbox sizes increased: 3.5u/5.5u → 3.8u/6.5u. These changes make its hits connect together better.

Super Smash Bros. 4 1.1.1

  • Buff Dash Vision's knockback growth increased: 84 (standard)/94 (alternate) → 89
  • Change Dash Vision's angle altered: 35° → 32°.

Super Smash Bros. 4 1.1.3

  • Buff Dash attack deals 0.5% more damage: 11% → 11.5%.
  • Buff 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).
  • Buff 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).
  • Buff 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

Shulk do many different things with how baddies get hit.


  Name Damage Description
Neutral attack   3.5% Shulk pow with fist then spin with kick, and swish Monado up. Good fast and good bang, use all the time.
3.5%
5.3% (clean), 4.2% (late)
Forward tilt   13.5% (blade), 12% (beam) Flat Monado swing. Good for hitting a long way but kind of small.
Up tilt   8.5% (blade), 7.5% (beam) Swing Monado in air for big big range, hit anything close. Shulk good at juggling with this, but no hit anyone on ground.
Down tilt   9.5% (blade), 7.5% (beam) Crouch foot swing. Fastish.
Dash attack   11.5% Normal slow-down attack. Riki not think it good at all.
Forward smash   5.5% (hit 1), 13% (hit 2 blade), 11.5% (hit 2 beam) Slit Edge! Shulk poke baddies and blast away! Shulk have trouble getting back to standing after but that no problem.
Up smash   4.5% (hit 1), 13.5% (hit 2) Shulk bang Monado on ground for air attack, Riki not get it but there it is. Again slow but super flight power.
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) Shulk spin spin spins for getting baddies away. Make Shulk dizzy, but destroy shields like butter!
Neutral aerial   7.5% (blade), 8.5% (beam) Funny circle swing. Very big hit place but long time to end.
Forward aerial   8% (blade), 6.5% (beam) Fastish slash. Shulk like to swing and then swing again for carrying baddies away.
Back aerial   12.5% (clean), 8.5% (late) Shulk poke Monado behind. Surprise big range. Reyn say it look like kayak paddle.
Up aerial   5.5% (hit 1), 10.5% (hit 2 blade), 8% (hit 2 beam) Poke up. Good blastpow but boring to see.
Down aerial   7.5% (hit 1 grounded), 6% (hit 1 aerial), 11.5% (hit 2 blade), 10.5% (hit 2 beam) Opposite poke as poke up. Fun to hit baddies into pits, but real hard to do.
Grab   Yoink!
Pummel   3% Shulk bonk baddie in head.
Forward throw   3% (hit 1), 8% (hit 2) Shulk push baddie forward. Not impressive.
Back throw   3% (hit 1), 9% (hit 2) Backward push. Shulk use to ready Back Slash or just toss baddies away.
Up throw   3% (hit 1), 4% (hit 2) Shulk poke up again. Shulk's creativity a bit thin now.
Down throw   3% (hit 1), 4% (hit 2) Shulk poke baddie into ground. Shulk like this move as surprise blast-away at edge.
Forward roll
Back roll
Spot dodge
Air dodge
Techs
Floor attack (front)
Floor getups (front)
  7% Shulk can attack while toppled? Wow! Teach Riki!
Floor attack (back)
Floor getups (back)
  7% Is this same as above?
Floor attack (trip)
Floor getups (trip)
  5% Oh this one weaker. Why?
Edge attack
Edge getups
  7% Reyn say Shulk has weak wrists, so how he grab edge?
Neutral special Default Monado Arts Shulk pick a Monado Art and use it to put aura on self! Shulk can also then do many silly things in unintended ways! Shulk say he has "connections" with virtual worlds.
Custom 1 Decisive Monado Arts If Shulk do this instead, Arts do more but no can be turned off early.
Custom 2 Hyper Monado Arts If Shulk do this instead, Arts do more but have worse cooldown. Why would Shulk do this!?
Side special Default Back Slash 10%/9% (front, front landing), 16%/14% (back), 15%/13% (back landing) Back Slash! Shulk strike from behind for big big big damage!
Custom 1 Back Slash Leap 10%/8% (front), 16%/14% (back) If Shulk do this instead, he go up high but move not much at all.
Custom 2 Back Slash Charge 4% (front), 13%/11% (back) If Shulk do this instead, he go super-rock-stiff and not get budged until he done. But it then do nothing from front and much much slow.
Up special Default Air Slash 6% (hit 1 clean), 5% (hit 1 late), 5.5% (hit 2) Air Slash! Shulk jump up even if already in air! Then slash and slash again! But Reyn and Dunban not here to topple. Sad.
Custom 1 Advancing Air Slash 6% (hit 1 clean), 5% (hit 1 late), 8% (hit 2) If Shulk do this instead, he go all funny directions.
Custom 2 Mighty Air Slash 9% (hit 1 clean), 7% (hit 1 late), 10% (hit 2) If Shulk do this instead, he do more owies but less jumps.
Down special Default Vision 1.3x (min 10%/7% (standard), min 13%/10% (alternate)) Shulk see attack and avoid, then counter with big power slash! Nyapakapow!
Custom 1 Dash Vision 1x (min 8%/5% (standard), min 11%/8% (alternate)) If Shulk do this instead, he slash faster but with less boom.
Custom 2 Power Vision 1.5x (min 17%/14% (standard), min 20%/17% (alternate)) If Shulk do this instead, he slash slower and with even more super big boom power!
Final Smash Chain Attack 3% (hit 1), 2% (hits 2-12), 12% (hit 13), 5% (hit 14) Riki finally appear to help Shulk with Chain Attack! Dundun here too.

On-screen appearance

  • Jump down from nowhere without fall damage! Wow.
ShulkOnScreenAppearanceSSB4.gif

Taunts

  • Up taunt: "Now it's Shulk time!" Reyn confused when he first heard - be angry or proud for stealing?
  • Side taunt: "I'm really feeling it!" Shulk always feel it!
  • Down taunt: "This is the Monado's power!" As always!
Up taunt Side taunt Down taunt
ShulkUpTauntSSB4.gif ShulkSideTauntSSB4.gif ShulkDownTauntSSB4.gif

Idle poses

  • Foot tap. Shulk bored.
  • Look around to find Riki for help!
ShulkIdlePose1WiiU.jpg ShulkIdlePose2WiiU.jpg

Crowd cheer

English Japanese
Cheer
Description Shulk! Shulk! Shulk! Shuruku!
Pitch Group chant Female

Victory poses

  • "The future is ours to decide." or "I've got a good rhythm going!" Shulk either deep or shallow. It funny.
  • "I got through that pretty good!" or "This is a good result!" Shulk good at voice taunt.
  • "I can change the future!" or "I can feel the power!" Bit deep.
ShulkPose1WiiU.gif ShulkPose2WiiU.gif ShulkPose3WiiU.gif

In competitive play

Oh boy many more words here than Riki can handle. Break time!

Official Custom Moveset Project

Character Custom sets available
Shulk (SSB4) Shulk 1113 2113 3113 1123 3123
3213 1122 3122 1213 2123

Notable players

Active

Inactive

Tier placement and history

Opinions on Shulk's overall viability in the metagame have greatly fluctuated throughout SSB4's lifespan. During the initial release of SSB4, Shulk was quickly discovered to be very flawed due to his moveset being burdened with very sluggish frame data (with aerials incapable of autocanceling throughout their animations), a below average overall damage output, and the fact that some of his moves, such as forward smash, failed to work properly, among other issues. As a result, Shulk was quickly considered to be one of the worst characters in the game. However, update 1.0.4 significantly buffed Shulk, which mainly addressed many of his aforementioned issues. When these buffs were coupled with the discovery of Monado Art Landing Lag Canceling (MALLC), his own signature advanced technique, Shulk's position on the tier list became a hot topic of debate among players due to his perceived potential. Despite retaining his poor frame data, many considered him as a possible high-tier character on the grounds that, if someone could master him, he would be a serious competitive threat.

As time went on, however, players' opinions of Shulk drastically dropped. Despite the benefits of his Monado Arts, Shulk failed to achieve high placings at major tournaments. In addition to this, the metagame's development revealed that Shulk's weaknesses, mostly his poor frame data, were much more detrimental than originally thought. As a result, Shulk was perceived to be a low-tier character and was left with a small, albeit dedicated, playerbase. Despite receiving some buffs in future updates, most notably update 1.1.3, they have not addressed his poor frame data and failed to compensate for it. As such, Shulk was ranked 40th on the first tier list, placing him in the G tier and confirming his status as a low-tier character.

Shulk's representation and results have been largely stagnant for a time, largely due to his sluggish attacks being viewed as a significant issue and too inconsistent for high-level play. This resulted in Shulk being ranked 44th on the second tier list, which saw him remain in the G tier and was a slight drop from his previous ranking. However, this may be attributable to the addition of Corrin and Bayonetta. Despite his low-tier status, Shulk's playerbase have consistently discovered more Monado Art-based techniques that allow his moveset and options to flow better than before (such as MALS and Monado Purge). This in turn have allowed him to garner better results in recent times, with dedicated mains achieving top 13 placing at a more consistent rate within their respective regions. Additionally, M, Nicko and Darkwolf have achieved notable placings at the national level, such as 3rd at B.E.A.S.T 7, 17th at 2GGT: Mexico Saga and 13th at Get On My Level 2016, respectively. This rise in results is reflected in Shulk's third and current tier placement at 38th, a slight rise from his initial ranking. Overall, some believe Shulk might be underrated in the current metagame, partly due to his obscurity and very steep learning curve.

Trophies

Shulk
Ntsc 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.
Pal 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.
Wii: Xenoblade Chronicles (4/2012)
Shulk (Alt.)
Ntsc 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!
Pal 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!
Wii: Xenoblade Chronicles (4/2012)
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!

In Event Matches

Solo Events

Co-op Events

Alternate costumes

With the exception of his first and last alternate costumes, all of Shulk's palette swaps correspond with one of his traveling companions in Xenoblade Chronicles.

Shulk Palette (SSB4).png
Shulk (SSB4) Shulk (SSB4) Shulk (SSB4) Shulk (SSB4) Shulk (SSB4) Shulk (SSB4) Shulk (SSB4) Shulk (SSB4)

Gallery

Reveal trailer

<youtube>GUl1EkUJ46k</youtube>

Trivia

  • Shulk not use Light Heal in Smash Bros. game because he know it not fair. Same with other arts.
  • When Riki came to Shulk page it full of trivia that basically "Shulk here is like Shulk from home". Over and over. Like Oka's complaining of Riki! (Riki sadded himself.)