Even having no Arts active is disadvantageous, as Shulk's balanced attributes do not allow him to easily approach or catch up with opponents. Due to its long range, this move benefits the most from, 5.5% (hit 1), 10.5% (hit 2 blade), 8% (hit 2 beam), An upward thrust, which causes the Monado to reveal its beam blade. Finally, Smash drastically lowers his endurance, hinders his combo game, and makes his attacks the least damaging in the game. Extremely useful for punishing, A circular slash around himself. Shulk also boasts a powerful aerial moveset, which plays a key role in his approach and spacing games. In 8.0.0, he received a shadow buff that was not mentioned in the official patch notes, where he received frame 1 invulnerability on his Vision counterattack. While difficult to perform, it allows Shulk to avoid punishment before immediately responding with a punish of his own, or start shield break combos, such as an Art canceled back aerial to forward smash. These improved results have been reflected in Shulk being ranked 38th on the third tier list, placing him at the very end of the mid-tier. This forces Shulk to be reliant on edge-guarding and spacing while waiting for an Art to refresh, and requires him to capitalize on the duration of a needed Art to the fullest in order to perform certain techniques (such as combo strings or approaching), compared to other characters who may have the ability to do so at any time. However, it has high ending lag (28 frames). The second hit, Reaches out. Its high horizontal range makes it hard to challenge if spaced correctly or alongside Jump/Speed's aerial drift, making it very useful for long-range spacing. Any number following the Smasher name indicates placement on the Fall 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. As such, Shulk remained a rare yet dangerous character in the early meta. A leaping downward slash. It is one of the longest ranged non-projectile forward smashes in the game; when coupled with its ability to be angled, it can hit opponents attempting to grab the edge. 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. Shulk's special attacks are also flawed in some ways. Shulk also has a notable player base, and is considered by some of the world's top players to be a high tier character, with a few considering Shulk to be the best character in the game. As such, they have minimal horizontal ranges, but can KO surprisingly early should they hit, with the former being potent near the upper blast line, whereas the latter is capable of meteor smashing. Conversely, some players have began doubting how much "potential" Shulk truly has, as he lacks significant tournament results and representation of other high tiers. Leaps much higher before performing the slash and has slightly faster start-up, but grants less horizontal movement. Somewhat short-ranged but can connect easily. Shulk's fastest move (hits on frame 5), has good range, and boasts the highest damage output of any non-infinite neutral attack in the game, so long as it is clean and neither Shield or Smash are active. The counterattack has a higher damage multiplier and deals more knockback. An overall effective move for punishing, as the first hit's deceptive horizontal range launches opponents into the second hit. 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. The Buster Art grants the move good shield-pressuring potential, as it can deplete half a shield. It is also Shulk's second most damaging throw, with its base knockback allowing it to set up edge-guards. Buster increases his vulnerability to damage, albeit not to degree of Jump, while its lower knockback drastically lowers Shulk's KO potential to the point that his smash attacks will not KO until past 150%. Tenses and quickly looks behind himself, then in front of himself before easing up. Lastly, his up and down aerials are, like his back aerial, thrusts instead of slashes. It is also available periodically for purchase in the shop for 500 coins. Each spin quickly loses power, but the final spin has slightly more range. Each fighter spirit has an alternate version that replaces them with their artwork in Ultimate. Unlike Shulk's other standard attacks, it does not possess a sweetspot or sourspot. Tenses and quickly looks behind himself, then in front of himself before easing up. A wheel can be used by holding the Special button, selecting an Art, and then releasing the Special button, which instantly activates an Art even while in hitstun; alternatively, the special button can be pressed once to cycle through each Art manually, and pressed thrice to cancel a current Art. Much like in his home game, Shulk is a character who revolves around adapting to different situations with his attribute-enhancing Monado Arts. Taps his foot while thinking about something. Pins the opponent to the ground and thrusts the Monado into them via a jumping stab. It can even let him retreat by pivoting in midair, or extend the invincibility of air dodging via an aerial Art activation. His shield also becomes much more durable, making it harder to break with shield-breaking attacks such as Bowser Bomb. Unfortunately, his vision comes true when Galeem unleashes a shower of light that vaporizes Shulk off-screen and imprisons him with the rest of the fighters except for Kirby. Shulk was considerably buffed in his transition to Ultimate. The first slash launches opponents diagonally, while the second slash is faster and moves Shulk forward and slightly downward. However, Shulk's main weakness is his sluggish overall frame data. However, as of recent, his tournament results have started to reflect that of a high and top tier character, with Kome placing 1st at Sumabato SP 10 and 2nd at EVO Japan 2020. It is moderately fast and has middling damage for a pummel, but it becomes the strongest pummel in the game (in terms of damage-per-hit) with Buster active, as it will deal 1.8%. 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. Moderately slow for a tilt attack, but it has good range and the lowest amount of ending lag out of his entire moveset. After the Master Hands begin turning into energy for Galeem to absorb, Shulk experiences a vision of the future, where all of the fighters are annihilated and the universe engulfed in light. Despite his continued issues with frame data, and the changes that his playstyle has received and the loss of many advanced techniques, Shulk’s results in Ultimate’s competitive scene are much stronger than in Smash 4 due to the benefits he gained from engine changes and his own buffs. This is most obvious with his aerials, which have extremely high ending lag and, with the exception of forward aerial, are completely unable to auto-cancel in spite of their interruptibility. A braking inward slash. Both his neutral and forward aerials possess wide-arced ranges with low landing lag, making them Shulk's best approach options. Shulk's most damaging throw and causes the opponent to suffer back-facing knockback, which allows it to be used as a set-up for a, Heaves the opponent in the air and performs a kneeling upward thrust. Due to these results, Shulk now has the some of the best results out of any sword wielding character in the game along with Roy and Lucina, with some considering him as the best swordfighter in the game. Each Art significantly enhances particular attributes at the cost of significantly hindering others, and all last for varying durations unless manually canceled. 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. Each of the opponents represent one of Shulk's Monado Arts and are fought in the cycling order of each art in Super Smash Bros. 4. When coupled with his tall frame and heavy weight, Shulk's problematic frame data also makes him vulnerable to combos and juggling. The area Shulk can be found at is rocky and grassy with many water features, reminiscent to the appearance of Gaur Plain. While near the edge of Final Destination, its first hit's blade hitbox KOs middleweights at 91%/81% (3DS/Wii U). 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. There is also a slight delay before the Arts activate. Advancing Air Slash gives more horizontal distance and the second hit is stronger, but it gives less vertical distance. Buster reduces his overall knockback, but increases his overall damage output, allowing him to rack up damage extremely quickly. It has a wide hitbox and excellent vertical range, almost being capable of reaching the top platform of, A kneeling inward slash. 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. In the mode proper, he can be found right over a cliff that leads to a waterfall. 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. It is one of Shulk's most useful, A downward slash. These traits make it Shulk's most reliable damage racking option. Even pressure on the ground can be hard to escape from, as Shulk has the fifth lowest traction in the game. 1.5× (standard blade/beam; minimum 17%/14%), (alternate blade/beam; minimum 20%/17%). Buster increases his vulnerability to damage, albeit not to degree of Jump, while its lower knockback drastically lowers Shulk's KO potential to the point that his smash attacks will not KO until past 150%. It also lowers traction, making Shulk's pivot grab the third longest in the game (tied with Meta Knight) for its duration. While near the edge of Final Destination, its blade hitbox KOs middleweights at 112%/101% (3DS/Wii U). With no Arts active or any Art active aside from the above listed, it lacks combo or KO potential because of its base knockback and its throw hitbox's very low damage output. Getting hit by Sonic's Spin Charge on Mario Galaxy. It has deceptively long vertical range that is capable of, 7.5% (hit 1 grounded), 6% (hit 1 aerial), 11.5% (hit 2 blade), 10.5% (hit 2 beam), A downward thrust, which causes the Monado to reveal its beam blade. It is also a dependable combo option with either Speed or Buster active, and a powerful, A reverse gripped thrust. The battle against Mega Man, continuing the theme, represents Monado Enchant from Xenoblade Chronicles (represented by the kanji for \"Machine\"), which shares the Monado's ability to damage Mechon armor with his party.Credits roll after completing Classic Mode. 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. Even pressure on the ground can be hard to escape from, as Shulk has the fifth lowest traction in the game. Like his forward and up smashes, the first hit from the Monado's blade is leads into the second hit from its beam blade. Regardless, Shulk has an extremely high learning curve because of a combination of sluggish attacks and very demanding techniques, as extensive knowledge of Monado Arts, reads and patient play are each required for him to thrive. Shulk will yell out the name of the move the player chooses, and make a unique pose for each ability. Shulk's nerfs were noticeable however. Takes a large step forward, increasing the counterattack's range. This is further compounded by the Arts' advanced techniques requiring extreme frame precision. Both these graphical glitches are due to his neck sharing the same bone as the Monado's ring. Shulk is classified as fighter #57. Ultimate. Shulk's greatest strength is his disjointed range: thanks to the Monado, Shulk possesses some of the longest overall disjoints in the game. 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. Lastly, his smash attacks boast high power and long ranges; his forward smash, in particular, is the third longest ranged forward smash in the game, being surpassed only by Corrin and Mii Gunner's. Shulk has been buffed significantly via game updates. Decisive Monado Arts last longer and have amplified effects, but cannot be changed. Each Art also has cooldown that lasts for 15 seconds instead of 10. 1.3× (standard blade/beam; minimum 10%/7%), (alternate blade/beam; minimum 13%/10%), A counterattack involving Shulk using the Monado to foresee an attack. His up tilt boasts outstanding vertical range, can cover multiple get-up options from the edge, and can KO at very high percentages. The second hit. It is one of Shulk's most useful, A downward slash. Early in Ultimate's lifespan, many pro players placed Shulk as a high tier or even occasionally a top tier character in their own tier lists; however, Shulk lacked the strong results and representation of many other high tiers and top tiers at the time. While Monado Art Landing Lag Canceling can negate this, it is considerably more complicated to perform compared to auto-canceling, making it very difficult and unwieldy to perform consistently. His shield also becomes much more durable, making it harder to break with shield-breaking attacks such as Bowser Bomb. Lastly, his heavy weight allows him to use rage effectively, especially when combined with Shield in order to survive and accumulate rage, or with Smash for a risky, yet powerful boost in knockback. It has recovery potential since it snaps to the ledge if started at a height slightly higher than the top platform of Battlefield, though it is risky since the move cannot be canceled. 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). It is capable of hitting during any of its five hitboxes (three at Shulk's front and two at his back), with its first hit being strong enough to KO reliably. Each Art also has cooldown, during which they cannot be used until 10 seconds pass. Jab 2, floor attack, and edge attack all have more range. Overall, it's clear he is significantly stronger than he was in Smash 4, but whether all these changes are enough to place him as a high or top tier is still up to debate. Adam Howden and Shintarō Asanuma reprise their roles as Shulk's voice actors in the English and Japanese versions of the game through mostly recycled voice clips from Super Smash Bros. 4. Each Art tweaks his attributes considerably for 6 seconds and can be manually canceled at any time, even immediately after hitstun ends or during landing lag. On Smash Ball standby on Final Destination. It is the third longest ranged, non-projectile forward smash in the game, surpassed only by, Squats and slams the Monado's hilt onto the ground, causing its beam blade to thrust upward. He has constant landing lag no matter when you land during his attack ani… However, the first hit's low, Squats and slams the Monado's hilt onto the ground, causing its beam blade to thrust upward. Shulk and Riki in Super Smash Bros. for Nintendo 3DS. This forces Shulk to be reliant on edge-guarding and spacing while waiting for an Art to refresh, and requires him to capitalize on the duration of a needed Art to the fullest in order to perform certain techniques (such as combo strings or approaching), compared to other characters who may have the ability to do so at any time. 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 scoring one-hit KOs even if used against very weak moves, especially with Smash. As a result, Shulk is sometimes required to take risks before he can start performing any significant combos. Excluding his Arts, Shulk's special moveset shares his overall high range, and all have their own forms of utility. Most of Shulk’s attacks cover large area with exaggerated angles and arc swings. Similarly, on the same frame as taking hitstun, the Monado's active Art symbol will flash in front of Shulk's neck. Conversely, the front hitbox is incapable of KOing until excessively high percents, unless in the Smash Art. His sluggish frame data also extends to his aerials. The counterattack is also faster, but has a lower damage multiplier. Activates one of five Monado-based Arts: Jump, Speed, Shield, Buster, or Smash. Performs an inward slash while climbing up. While near the edge of Final Destination, the non-angled blade/beam KOs at 74%/86%. 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. Shulk then quickly turns his back to the screen and places the Monado on his back while Buster's symbol flashes briefly. The second hit's vertical range, high knockback and, A crouching spinning slash with the Monado, with Shulk spinning in a full circle thrice. Shulk (シュルク, Shulk) is a playable character in Super Smash Bros. 4. When spaced correctly, it is also able to. This allows him to recover from almost anywhere off-stage, edge-guard more aggressively and even perform several KO combos, such as a wall of pain leading to a sacrificial Air Slash at medium percentages. Deals more damage and sends opponents up vertically, but shortens the Monado's beam to the length of the blade itself, which makes both hits more difficult to chain together at high percents. A braking inward slash. Although the slash can hit other nearby opponents, it deals set knockback on anyone aside from the thrown opponent. Despite receiving some buffs in future updates, most notably update 1.1.3, they failed to compensate for his flaws. Thanks to the Monado, Shulk possesses a number of worthwhile strengths, most notably the Monado Arts. 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. Finally, Smash drastically lowers his endurance, hinders his combo game, and makes his attacks the least damaging in the game. Shulk's greatest strength is his disjointed range: thanks to the Monado, Shulk possesses the longest overall disjointed range in the game. While near the edge of Final Destination, the blade hitbox KOs middleweights at 88%/79% (3DS/Wii U). Works just as described, but be warned that, for smash bros., the amiibo will become so tuned to the player's play-style that, by level 50, they will become extremely difficult, if not impossible, to defeat one … This allows it to punish rolls, landings, and edge get-up options. Such an example would be constantly switching from Jump and Shield to stall a losing match, or activating different arts while being juggled to affect Shulk's falling speed, and hence mess up an opponent's combo. It can even let him retreat by pivoting in midair, or extend the invincibility of air dodging via an aerial Art activation. From SmashWiki, the Super Smash Bros. wiki, This article is about Shulk's appearance in, Main Theme - METAL GEAR SOLID PEACE WALKER, https://www.ssbwiki.com/index.php?title=Shulk_(SSBU)&oldid=1504604, A jab, followed by a full roundhouse kick then an upward slash. Unlike the version in. Using his up smash on Captain Falcon while activating the Smash Art. As time went on, players' opinions of Shulk dropped once again. Shulk's defining Monado Arts have also been altered significantly, now performing much like Hyper Monado Arts from Smash 4. However, his attributes are somewhat atypical for his weight class: his walking speed, falling speed and gravity are average, his dashing speed is slightly below-average, his air speed is above-average, and his air acceleration is below-average. Regardless, Shulk has an extremely high learning curve because of a combination of uncommonly sluggish attacks and very demanding techniques, as extensive knowledge of Monado Arts, reads and patient play are each required for him to thrive. Shulk also has a notable playerbase that have discovered a number of signature advanced techniques and expanded his metagame, albeit to mixed results: his learning curve and weaknesses have resulted in him garnering low representation, while his results had been sparse until Nicko and Kome's tournament success as of early 2017. Players often cite his large disjoints and usage of Monado Arts to escape combos or kill confirms as some of the character's best strengths. Shulk is a middleweight, with his walking speed, dashing speed, falling speed, and gravity being average, his air speed being above-average, and his air acceleration being below-average. It has varied utility depending on Shulk's active Monado Art. Shulk's most damaging throw and one of the few moves in the game that has back-facing knockback, which allows it to be used as a set-up for a, Heaves the opponent in the air and performs a kneeling upward thrust. Back Slash Leap offers quicker start-up and more vertical range, at the cost of some horizontal range and more ending lag. 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). 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. The Monado's blade deals respectable damage with high knockback growth, making it a powerful KO move; it KOs at the edge at roughly 94%/137% (blade/beam) without Arts, and 65%/85% in Smash which makes it the second most powerful back air, only doing less than Zelda's. Despite his prominent weaknesses, some believe Shulk is still underrated in the current metagame, partly because of his obscurity and very steep learning curve. 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. His most useful grounded moves are his neutral attack, up tilt and smash attacks, each of which possess distinct perks. 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. 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. 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