Editing Shulk (SSB4)

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==Attributes==
==Attributes==
Shulk is a [[Weight|heavyweight]], being the third heaviest swordsman in the game. However, his attributes are somewhat atypical for his weight class: his [[walk]]ing speed, [[falling speed]] and [[gravity]] are average, his [[dash]]ing speed is slightly below-average, his [[air speed]] is above-average, and his [[air acceleration]] is below-average. Thanks to these attributes, Shulk has relatively good mobility for a heavyweight, especially in the air, although they do not grant him too much obvious advantages or disadvantages.
Shulk is a [[Weight|heavyweight]], being the third heaviest swordsman in the game. However, his attributes are somewhat atypical for his weight class: his [[walk]]ing speed, [[falling speed]] and [[gravity]] are average, his [[dash]]ing speed is slightly below-average, his [[air speed]] is above-average, and his [[air acceleration]] is below-average. Thanks to these attributes, Shulk has relatively good mobility for a heavyweight, especially in the air, although they do not grant him too many obvious advantages or disadvantages.


Shulk's greatest strength is his disjointed [[range]]: thanks to the [[List of swords#Monado|Monado]], Shulk possesses the longest overall disjointed range in the game. Shulk's excellent range allows him to [[punish]] careless moves by retaliating at a distance, or create [[space]] by challenging his opponent with his disjointed attacks. His most useful grounded moves are his neutral attack, up tilt and smash attacks, each of which possess distinct perks. When clean, his neutral attack is the most damaging non-infinite neutral attack in the game by default. His up tilt boasts outstanding vertical range, can cover multiple get-up options from the edge, and can KO at very high percentages. 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 {{SSB4|Corrin}} and {{SSB4|Mii Gunner}}'s.
Shulk's greatest strength is his disjointed [[range]]: thanks to the [[List of swords#Monado|Monado]], Shulk possesses the longest overall disjointed range in the game. Shulk's excellent range allows him to [[punish]] careless moves by retaliating at a distance, or create [[space]] by challenging his opponent with his disjointed attacks. His most useful grounded moves are his neutral attack, up tilt and smash attacks, each of which possess distinct perks. When clean, his neutral attack is the most damaging non-infinite neutral attack in the game by default. His up tilt boasts outstanding vertical range, can cover multiple get-up options from the edge, and can KO at very high percentages. 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 {{SSB4|Corrin}} and {{SSB4|Mii Gunner}}'s.
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Much like in his [[Xenoblade Chronicles (universe)|home game]], Shulk is a character who revolves around adapting to different situations with his attribute-enhancing [[Monado Arts]]. Each Art tweaks his attributes considerably for 16 seconds and can be manually canceled at any time, even immediately after hitstun ends or during landing lag. With this freedom, Shulk can activate an Art to open up options for virtually any situation while still being able to switch or cancel them if he is in a challenging position. Jump grants him significant aerial mobility by making his jumps the highest in the game while improving both his air speed and Air Slash's height. This 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 KO|sacrificial]] Air Slash at medium percentages.
Much like in his [[Xenoblade Chronicles (universe)|home game]], Shulk is a character who revolves around adapting to different situations with his attribute-enhancing [[Monado Arts]]. Each Art tweaks his attributes considerably for 16 seconds and can be manually canceled at any time, even immediately after hitstun ends or during landing lag. With this freedom, Shulk can activate an Art to open up options for virtually any situation while still being able to switch or cancel them if he is in a challenging position. Jump grants him significant aerial mobility by making his jumps the highest in the game while improving both his air speed and Air Slash's height. This 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 KO|sacrificial]] Air Slash at medium percentages.


Speed amplifies his typically average grounded mobility while reducing his jump height, making his ground-to-air transitions more efficient for aerial combos and spacing, while allowing him to approach and retreat noncommittally. It also lowers traction, making Shulk's pivot grab the third longest in the game (tied with {{SSB4|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.
Speed amplifies his usually average ground speed while reducing his jump height, making his ground-to-air transitions more efficient for aerial combos and spacing, while allowing him to approach and retreat noncommittally. It also lowers traction, making Shulk's pivot grab the third longest in the game (tied with {{SSB4|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 received, which allows him to survive for a much longer period of time and resist getting trapped in combos. His shield also becomes much more durable, making it harder to break with shield-breaking attacks such as [[Bowser Bomb]]. Buster reduces his overall knockback, but increases his overall damage output, allowing him to rack up damage extremely quickly. Buster also makes up and down throws effective and damaging combo starters at 0%, while the increased damage and shieldstun make Shulk's moves both safer on shield and capable of pressuring shields. Lastly, Smash boosts his entire moveset's knockback, making almost all of Shulk's attacks KOing options (especially with [[rage]]), and his down throw becomes the strongest in the game while it is active.
Shield bolsters Shulk's defensive game by reducing both damage and knockback received, which allows him to survive for a much longer period of time and resist getting trapped in combos. His shield also becomes much more durable, making it harder to break with shield-breaking attacks such as [[Bowser Bomb]]. Buster reduces his overall knockback, but increases his overall damage output, allowing him to rack up damage extremely quickly. Buster also makes up and down throws effective and damaging combo starters at 0%, while the increased damage and shieldstun make Shulk's moves both safer on shield and capable of pressuring shields. Lastly, Smash boosts his entire moveset's knockback, making almost all of Shulk's attacks KOing options (especially with [[rage]]), and his down throw becomes the strongest in the game while it is active.

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