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Shulk (SSBU)

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This article is about Shulk's appearance in Super Smash Bros. Ultimate. For the character in other contexts, see Shulk.
Shulk
in Super Smash Bros. Ultimate
Shulk SSBU.png
XenobladeSymbol.svg
Universe Xenoblade Chronicles
Other playable appearance in SSB4


Availability Unlockable
Final Smash Chain Attack
ShulkHeadSSBU.png
He is the only fighter that can change his status during battle. His sword, the Monado, allows him to switch between five modes—Jump, Speed, Shield, Buster and Smash—which change his abilities for a short time. Fun fact: Shulk's eighth color variation puts him in a pair of swimming trunks!
Super Smash Blog, Super Smash Bros. Ultimate Official Site

Shulk (シュルク, Shulk) is a playable character in Super Smash Bros. Ultimate. He was confirmed on June 12th, 2018. Shulk is classified as fighter #57.

Adam Howden and Shintarō Asanuma reprise their roles as Shulk's voice actors in the English and Japanese versions of the game through mostly reused voice clips from Super Smash Bros. 4.

How to unlock

Complete one of the following:

With the exception of the third method, Shulk must then be defeated on Gaur Plain.

Changes from Super Smash Bros. 4

Shulk has received a mix of buffs and nerfs from his transition to Ultimate. His infamously sluggish moveset has been sped up in several ways, most notably from the universal reduction of landing lag and lag reduction for some of his most commonly used moves, alongside the ability to autocancel some aerials, a trait he was previously notable for lacking. This eliminates his biggest weakness in Smash 4, as his aerial landings were notoriously punishable. In addition, his KO moves are now stronger, the implementation of canceling a dash with any ground move allows him to approach with his high-ranged tilts, and the addition of pseudo-dash dancing alleviates his previously low traction and turnaround time.

Shulk's defining Monado Arts have also been altered significantly, now performing much like Hyper Monado Arts from Smash 4. Their benefits have been boosted: Speed and Buster now grant Shulk true followups and throw combos, Shield allows him to stay grounded even after withstanding smash attacks at high percents, and Smash now buffs Shulk's KO potential to such an extent that he is capable of KOing extremely early with throws and tilts.

However, Shulk's previously heavy weight has been reduced, his very damaging and long-reaching neutral attack has been significantly toned down, and his throws are all less damaging, with down throw no longer being the strongest in the game. His infamous Vision had its knockback reduced, making it less effective for KOs at low percents, and it is no longer unblockable. Finally, his Monado Arts also last significantly shorter, have much longer recharge times, and their drawbacks have been amplified, making each Art even riskier to use but much more rewarding.

As a result, Shulk's playstyle revolves less around taking advantage of Monado Arts at all times, and he now depends on using his improved kit to make use of his stronger, shorter-lasting Monado Art abilities. As of now, it is unknown how his changes affect him compared to the rest of the cast.

Aesthetics

  • Change As with all veterans returning from SSB4, Shulk's model features a more subdued color scheme. In addition to losing most of the glossy sheen from his clothes and hair, Shulk's clothing now features simple detailing, his face is more defined, and his hair is somewhat less tousled.
  • Change Shulk's alternate costumes now alter his hair color to match each party member they represent.
    • Change His hair colors are now dirty blonde, black, auburn, black, silver, and orange for the palette swaps of Fiora, Dunban, Reyn, Sharla, Melia, and Riki respectively.
  • Change Shulk's muscles are more prominently defined in his shirtless alternate costume.
  • Change Shulk's idle stance has been slightly altered, as his chest now visibly moves as he breathes.
  • Change The Monado's blue glow during certain moves (such as the first hits of up smash and up aerial) have been made brighter and more noticeable.
  • Change Shulk's second jump freefall animation has been altered, with his limbs no longer being straightened out. This brings it closer to how Shulk jumps in Xenoblade Chronicles.
  • Change During Shulk's hip-posing victory pose, the Monado now glows with a sword trail when swung, and Shulk gives a wide grin at the end.
  • Bug fix The Monado's beam blade no longer becomes misaligned on stages with a 2D effect, like Flat Zone X.
  • Bug fix Shulk's armorless costume no longer causes the "extended neck" bone error, although it still causes the Monado's Art symbols to flash above Shulk's neck during hitstun.

Attributes

  • Buff Like all characters, Shulk's jumpsquat animation now takes three frames to complete (down from 5).
  • Buff Due to the backward-facing hitstun state now applying to all attacks, Back Slash is less situational since it now has more opportunities to land a back-facing hit.
  • Buff Shulk dashes faster (1.52 → 1.672).
  • Buff Shulk's traction has been massively increased (0.044 → 0.94). This improves his ability to punish out of shield, and also improves his overall mobility as well.
  • Buff Shulk air speed is faster (1.06 → 1.113).
  • Change Shulk is lighter (102 → 97), reducing his endurance substantially, however, this change makes him less susceptible to combos.
  • Change All of Shulk's moves with an initial hit (such as up aerial, forward smash and up smash) cause significantly more freeze frames on the first hit.

Ground attacks

  • Neutral attack:
    • Change Neutral attack's first hit animation has been altered, and the second hit is now a full roundhouse kick.
    • Nerf Neutral attack's first hit has a smaller hitbox and less range due to its animation change.
    • Nerf Neutral attack deals significantly lower damage (3.5%/3.5%/5.3%(clean)/4.2%(late) → 2%/1.5%/5%(clean)/4.1%(late)), no longer being the most damaging non-infinite neutral attack in the game.
    • Nerf Neutral attack's consecutive jab is slower.
    • Buff Neutral attack transitions faster.
    • Buff Due to neutral attacks now dragging opponents to the ground, neutral attack is no longer timing-specific against floatier or significantly damaged fighters. The first two hits can also jab reset.
  • Dash attack:
    • Change Like his other sword-based moves, dash attack now has a sweetspot and sourspot.
    • Change Sweetspotted dash attack deals more damage, while sourspotted dash attack deals less (11.5% → 11%(beam)/12.5%(blade)).
    • Buff Dash attack has faster startup (frame 15 → frame 12).
    • Buff Dash attack has significantly lower ending lag (frame 53 → frame 40).
    • Nerf During dash attack, Shulk doesn't slide as far. This reduces the move's range slightly.
    • Buff As characters no longer slide through other fighters, dash attack will now connect in instances where it would usually whiff.
  • Forward tilt:
    • Buff Forward tilt is stronger and KOs earlier (108% → 97%, at the edge of Final Destination).
  • Up tilt:
    • Buff Up tilt deals more damage (8.5%(blade)/7.5%(beam) → 10%(blade)/9%(beam)).
    • Buff Up tilt has more horizontal range at the beginning.
    • Change Up tilt's ending animation has been altered, with Shulk crouching lower.
    • Nerf Due to changes to the Buster art, up tilt's freeze frames and higher horizontal launch angle makes it difficult to follow up itself.
  • Forward smash:
    • Buff Both blade and beam hitboxes of forward smash KO earlier (blade: 84% → 73%, beam: 97% → 86% at the edge of Final Destination).
  • Down smash:
    • Buff First hit's blade hitbox of down smash KOs earlier (81% → 78% at the edge of Final Destination).

Aerial attacks

  • Buff All aerials have less landing lag (Neutral: frame 10 → 6, Forward: 16 → 10, Back: 19 → 11, Up: 15 → 9, Down: 23 → 14).
  • Neutral aerial:
    • Buff Neutral aerial has been sped up significantly.
    • Buff Neutral aerial's hitbox timing is unchanged despite the faster animation speed, meaning the ending frames can now connect with opponents, and the full move now covers 360 degrees.
    • Buff Neutral aerial has significantly lower ending lag (frame 71 → 60).
    • Buff Due to its landing lag being reduced, neutral aerial can now true combo into several aerials depending on Shulk's active Monado Art.
    • Change Neutral aerial's sweetspot has been reversed, with the beam blade dealing less damage instead of more. While this increases the chance of the blade hitbox hitting at the beginning, this also makes the larger beam hitbox more likely to land after the initial startup .
  • Forward aerial:
    • Buff Forward aerial starts slightly faster (frame 14 → 13).
    • Buff Due to its landing lag being reduced, neutral forward can now true combo into itself or other aerials depending on Shulk's active Monado Art.
    • Change The final frames of forward aerial no longer send opponents behind Shulk. This removes its niche stage spike and combo abilities, but makes it more consistent.
  • Back aerial:
    • Buff Back aerial can now autocancel from a full hop.
    • Buff Back aerial's hitbox has been adjusted to be parallel to the ground. This makes it easier for the attack to hit grounded opponents without going over their heads.
    • Nerf Back aerial's early hitbox has been removed, preventing the Monado's blade from hitting opponents in front of Shulk. This also makes it more difficult to use back aerial as a landing option.
    • Nerf Back aerial starts slightly later (frame 18 → 19). Coupled with the changes to the Speed Monado Art, this makes short hop back aerials more timing-specific in the Speed Art, as Shulk has to perform the back aerial immediately out of a short hop.
  • Up aerial
    • Buff Up aerial has significantly lower ending lag (frame 71 → 60).
  • Down aerial
    • Buff Down aerial can now autocancel. [1]
    • Buff Down aerial appears to have more range.

Grabs and throws

  • Pummel:
    • Change Pummel deals less damage (3% → 1.2%) but is much faster.
  • Forward throw:
    • Nerf Forward throw's second hit deals less damage (8% → 5%).
    • Buff Forward throw is much stronger with the Smash art active, capable of KOing at 110% at the edge of Final Destination.
  • Back throw:
    • Nerf Back throw's second hit deals less damage (9% → 6%).
    • Buff Back throw is now Shulk's strongest throw with the Smash art active, capable of KOing at 90% at the edge of Final Destination. It now surpasses Ness' back throw in KO power with Smash active.
  • Up throw:
    • Buff Changes to the Smash art now allow the Monado Purge combo (up throw to up air) to KO at around 70%, though this is escapable.
  • Down throw:
    • Change Down throw has a snappier animation, with Shulk performing a short jump before the main hit.
    • Nerf Down throw's second hit deals less damage (4% → 2.5%).
    • Nerf Down throw is no longer the strongest down throw in the game, even with the Smash Art active.
    • Buff Changes to the Buster Art now allow down throw to true combo into down tilt or forward tilt until around 60%.

Special Moves

  • Monado Arts:
    • Buff Monado Arts can now be selected quicker by holding the Special button, holding the stick in a direction, then releasing the Special button. His Monado Arts are mapped to the following: up for Smash, upper left for Jump, lower left for Speed, upper right for Buster, and lower right for Shield. The previous method of selecting Monado Arts has still been retained.
      • Buff This new method of switching allows the user to switch Monado Arts without needing to cancel the current one, opening up more combo potential and flexibility through switching from certain Monado Arts.
      • Change Arts that are on cooldown now have a bar under them to show how much longer until they can be used again. A timer bar also appears to show how long until the active Art deactivates.
    • Buff Monado Arts can be activated immediately during hitstsun.
    • Buff Monado Arts activate significantly faster when selecting Arts individually.
    • Change Monado Art Landing Lag Canceling is still capable of being performed, though the faster activation time means the timings now require quicker reflexes. Additionally, its usage to reduce landing lag is now negligible due to the universal reduction to landing lag.
      • Buff The addition of selecting Arts through the Art wheel now allows Shulk access to MALLC at any time, without having to time landings with his jumps.
    • Change Monado Arts's kanji graphics are now stylized and shown in solid colored, thick-outlined text. Upon activation, the kanji flashes with a cartoon-styled burst.
    • Change Monado Arts now displays the name of the art in addition to the kanji, like on the HUD.
    • Bug fix Switching or deactivating Arts immediately resets Shulk's movement attributes (e.g. he no longer keeps his high dash speed if he is dashing when the Speed Art expires).
    • Change Monado Arts now have significantly amplified strengths and weaknesses, alongside much shorter durations and longer cooldowns, making the move similar to his previous custom move, Hyper Monado Arts.
    • Jump Art:
      • Nerf Jump Art lasts significantly shorter and has a longer cooldown (16s → 6s duration, 10s → 18s cooldown).
      • Buff Short hops in the Jump Art will now automatically go through platforms (such as the ones on Battlefield), allowing Shulk to use his short hop aerials without interruption.
      • Nerf Jump Art increases Shulk's damage vulnerability even more (1.22x → 1.3x).
    • Speed Art:
      • Nerf Speed Art lasts significantly shorter and has a longer cooldown (16 s → 8s duration, 10s → 16s cooldown).
      • Buff Speed Art grants an even lower jump and higher ground speed than before. Combined with the reduced landing lag of his aerials, Speed is now a more effective aerial rushdown and spacing tool.
      • Buff Much like the Jump Art, full hops in the Speed Art will now automatically go through platforms, allowing Shulk to use his full hop aerials without interruption.
      • Buff Due to the altered dash mechanics, Speed now grants Shulk an excellent dash dance.
      • Nerf Speed Art lowers Shulk's damage even more (0.8x → 0.7x).
      • Nerf Speed Art's shorter jumps make the Art even worse for recovering vertically.
    • Shield Art:
      • Nerf Shield Art lasts significantly shorter and has a longer cooldown (16 s → 6s duration, 10s → 18s cooldown).
      • Buff Shield Art grants a significantly higher amount of survivability, allowing Shulk to survive almost any KO move even at high percents. He can also interrupt throw combos or tilts by retaliating with an attack while Shield is active, since he can usually react faster than his opponent.
      • Buff Due to the new selection method for Monado Arts, Shield can now be activated during most multi-hit moves. This allows Shulk to break out of a variety of situations, including potential game-ending strings.[2]
      • Buff Shield Art grants a higher damage resistance (0.67x → 0.5x damage taken).
      • Nerf Shield Art lowers Shulk's damage even more (0.7x → 0.5x).
      • Nerf Shield Art's Meter goes down upon being hit. Alongside the reduced duration, this removes Shield's ability to stall matches for a noticeable period of time. [3]
    • Buster Art:
      • Nerf Buster Art lasts significantly shorter and has a longer cooldown (16s → 10s duration, 10s → 14s cooldown). However, it is now the longest-lasting and quickest-charging Monado Art.
      • Buff Buster lowers Shulk's knockback even more and grants significantly higher freeze frames. This gives Shulk true combos while it is active, significantly improving his damage racking potential.
      • Buff The new method for selecting Monado Arts now give Buster KO confirms, such as a Buster down throw into Art-canceled Air Slash or Buster back throw into Art-canceled Back Slash.
      • Nerf Buster Art increases Shulk's damage vulnerability even more (1.13x → 1.3x).
    • Smash Art:
      • Nerf Smash Art lasts significantly shorter and has a longer cooldown (16 seconds → 8s duration, 10s → 16s cooldown).
      • Buff Smash Art boosts Shulk's knockback even more, allowing his fully charged smash attacks to KO as early as 22%.
      • Nerf Smash Art harsly lowers Shulk's weight, making him the lightest character in the game during its duration (even surpassing Pichu). This makes his survivability the worst in the game while Smash is active.
      • Nerf Smash Art lowers Shulk's damage even more (0.5x → 0.3x).
  • Back Slash:
    • Buff Back Slash is slightly faster.
    • Buff Back Slash's blade hitbox KOs earlier (79% → 74% from the edge of Final Destination).
    • Buff Shulk can now snap onto ledges while using Back Slash, after enough travel time.
    • Buff Back Slash can now travel three different distances depending if the player holds down left, right, or no buttons.
    • Nerf Front-hitting Back Slash KOs later.
    • Change Back-hitting Back Slash now causes a yellow burst effect, similar to the graphic shown when a party member successfully lands an Art's bonus effect in Xenoblade Chronicles (in this case, hitting the back of an enemy).
  • Air Slash:
    • Buff Air Slash KOs earlier (118% → 106% from the edge of Final Destination). In the Smash Art, it can now KO as early as 85% from center stage.
    • Buff The second hit of Air Slash has faster startup, making it easier to connect both hits of the move.
    • Change Air Slash now snaps to the ledge during the first swing instead of the second swing.
      • Nerf Air Slash's second hit has a shorter range.
      • Nerf Air Slash has a smaller edge sweetspot, making the entire move harder to snap to the ledge with.
  • Vision:
    • Change Vision's backdrop is significantly brighter.
    • Nerf Vision is no longer unblockable.
    • Nerf Vision deals noticeably less base knockback, hindering its ability to KO at low percentages.
      • Buff However, due to changes to Smash Art, Vision can now KO much earlier despite its decreased damage multiplier.
    • Bug fix Vision Sliding has been removed.
  • Final Smash:
    • Change Fiora appears during Chain Attack, attacking with Shulk in addition to Riki and Dunban. Camera angles have been adjusted to accommodate for her, and Shulk has gained an additional voice clip that calls out her name. Additionally, Riki and Dunban have more detailed models.

Moveset

Note: All numbers are listed as base damage, without the 1v1 multiplier.

  Name Damage Description
Neutral attack   2% A jab, followed by a full roundhouse kick, followed by an upward slash. It doesn't struggle with comboing into the other hits as in SSB4 and the first two hits can jab reset now. Its second hit resembles Dive Sobat, one of Reyn's Physical Arts.
1.5%
5% (clean), 4.1% (late)
Forward tilt   13.5% (blade), 12% (beam) An inward slash. Its impressive damage output and high knockback growth make it powerful for a tilt attack. While near the edge of Final Destination, its blade hitbox KOs at roughly 97%. It is also capable of hitting opponents close to Shulk's back when pivoted, and deals high shield damage when Buster is active. However, its range is shorter than Shulk's other moves, while its narrow hitbox allows smaller characters to crouch under it. It is based on one of Shulk's basic Auto Attacks.
Up tilt   10% (blade), 9% (beam) An overhead arcing slash. It has a wide hitbox and excellent vertical range, almost being capable of reaching the top platform of Battlefield. As such, it is very useful as an anti-air attack, for covering most edge get-up options, challenging shields, or trapping landings while beneath platforms. With Buster active, it is also a useful damage racking option. Without Arts, it can also function as a situational KOing option, thanks to its high knockback growth. With the Smash Art, it becomes one of Shulk's strongest KOing moves. However, it only hits in front of Shulk at its beginning, and has moderate start-up and ending lag.
Down tilt   9.5% (blade), 7.5% (beam) A kneeling inward slash. Moderately slow for a tilt attack, but it has good range and the lowest amount of ending lag out of his entire moveset. As a result, it is a good combo starter while Jump, Speed, or Buster are active. When spaced correctly, it is also able to hit edge-hanging opponents once their invincibility ends.
Dash attack   11% (beam),12.5% (blade) A braking inward slash. Somewhat short ranged but can connect easily. When it is coupled with its decent damage output, it can function as a situational KOing option. While near the edge of Final Destination, it KOs middleweights at 156%/146% (3DS/Wii U). However, it has very high ending lag (37 frames).
Forward smash   5.5% (hit 1), 13% (hit 2 blade), 11.5% (hit 2 beam) A thrust, which causes the Monado to reveal its beam blade. It consists of two hits: the first is from the Monado's blade, which leads into the second hit from its beam blade. It is the one of longest ranged non-projectile forward smashes in the game, surpassed only by Corrin, Mii Gunner, Simon, and Richter's. When coupled with its ability to be angled, it can hit opponents attempting to grab the edge. The Buster Art grants the move good shield-pressuring potential. While near the edge of Final Destination, the non-angled blade KOs at 86%/73%. However, the first hit's low priority makes it easily canceled by weak attacks, while the move's considerable ending lag (41 frames) make it very risky. It is also completely unsafe on shield. It is based on Slit Edge, one of Shulk's Physical Arts.
Up smash   4.5% (hit 1), 13.5% (hit 2) Squats and slams the Monado's hilt onto the ground, causing its beam blade to thrust upward. An overall effective move for punishing, as the first hit's deceptive horizontal range launches opponents into the second hit, similarly to Marth and Lucina's up smashes. This allows it to punish rolls, landings, and edge get-up options. The second hit's vertical range, high knockback and transcendent priority allow it to KO reliably. Unlike forward smash, it does not possess a sweetspot and sourspot, which also gives it consistent KO potential. The first hit has considerable start-up (hits on frame 18) and ending lag (35 frames), making it punishable. Opponents can also hinder its effectiveness by DIing downward to powershield the second hit after getting hit by the first, especially fast-fallers or if Shulk has high rage.
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) 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 reliably. While near the edge of Final Destination, its first hit's blade hitbox KOs rougly at 78%. Each spin quickly loses power, but the final spin has slightly more range. The Smash Art grants the later hits KO potential, despite their weak power without any Monado Arts. 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. With Buster active, it is capable of shield breaking if an opponent is cornered at an edge and the first three hits land. Extremely useful for punishing rolls and sidesteps thanks to its multiple hitboxes and range, but suffers from the most overall lag out of Shulk's smash attacks because of its considerable start-up (hits on frame 18) and ending lag (41 frames). It resembles War Swing, one of Reyn's Physical Arts.
Neutral aerial   8.5% (blade), 7.5% (beam) A circular slash around himself. It is one of Shulk's most useful approach options, thanks to its wide range; covering a full 360 degrees, low landing lag (6 frames) and long duration. Its hitbox begins slightly behind Shulk's toes and continues all the way over his head, allowing the initial frames to start combos if an opponent misses a tech and the later frames being able to punish air dodges; however, despite what the sword trail depicts, the move is unable to connect against enemies behind him during its final frames (when the Monado is parallel to the ground). A dependable combo starter while Jump, Speed or Buster are active, which can lead into a grab, neutral attack, forward tilt, up tilt, aerials or Air Slash. Its slow arc can also neutralize weak projectiles, such as those from Toon Link or Diddy Kong. However, its long-lasting hitbox and very high ending lag (40 frames) makes it a very unsafe move to use off-stage when fast falling, as Shulk will be in serious danger of self-destructing.
Forward aerial   8% (blade), 6.5% (beam) A downward slash. It has the lowest amount of ending lag out of his aerials (24 frames), while its range grants it excellent coverage for an aerial, which makes it great for interrupting approaches and spacing. It is also a dependable combo option with either Speed or Buster active, and a powerful edge-guarding move with Jump active, which can allow Shulk to perform a wall of pain ending with Air Slash; this is a rage-specific damage/KO combo at certain percentages with Jump/Speed/Buster active, which has been dubbed the "Fair Slash" by players. Additionally, its reduced landing lag can combo into itself or other aerials depending on the active Monado Art.
Back aerial   12.5% (blade), 8.5% (beam) A reverse gripped thrust. The Monado's blade deals respectable damage with high knockback growth, making it very useful for KOing. 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. However, it has slow start-up and high landing lag, making it possible to land before the hitbox appears while suffering from full landing lag. Due to its long range, this move benefits the most from Monado Art Landing Lag Canceling, which also negates its usually high landing lag.
Up aerial   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. 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 reaching through the main platform of Town and City, which makes it a useful juggling option against falling opponents and, when coupled with its second hit's high knockback growth, a strong KOing option near the upper blast line. With Jump active, a landing up aerial can chain directly into another up aerial, leading to a KO combo. However, it has very minimal horizontal range and each hit only lasts 2 frames, which can make it difficult to connect with, especially if Shulk has too much momentum.
Down aerial   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. Like his forward and up smashes, the first hit from the Monado's blade is leads into the second hit from its beam blade. The second hit meteor smashes if the blade hitbox connects. A decent edge-guarding 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, each hit only lasts 2 frames, and its first hit might not connect into its second hit if Shulk is moving too fast.
Grab  
Pummel   1.2% Hits the opponent with the Monado's pommel. It is moderately swift however.
Forward throw   3% (hit 1), 5% (throw) An upward swipe. It lacks true follow-ups because of its base knockback, but it can lead into a dash attack or a forward aerial at low percentages with Speed or Buster active. With the Smash Art active, it is a decent KOing option, doing so at about 110% at the edge of Final Destination. It is also capable of locking nearby floored opponents, a trait shared with all of Shulk's throws.
Back throw   3% (hit 1), 6% (throw) Pulls the opponent behind himself and performs a reversed gripped thrust. 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 Back Slash. With Smash active, it is one of the strongest back throws in the game, as it KOs around 90%, surpassing Ness's back throw.
Up throw   3% (hit 1), 4% (throw) 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 dodges. With Jump active, it can lead into a forward aerial, although this requires the opponent to DI away. 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. This combo is only avoidable with an air dodge and, due to Shulk's ability to buffer-cancel Arts or double jump to increase his jump height, this can be effectively performed at a wide range of percentages. This is referred to as the Monado Purge Combo.
Down throw   3% (hit 1), 4% (throw) Pins the opponent to the ground and performs a kneeling downward thrust. It has varied utility depending on Shulk's active Monado Art. With Buster active, it can combo 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 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.
Floor attack (front)   7% Slashes around himself while getting up.
Floor attack (back)   7% Slashes around himself while getting up.
Floor attack (trip)   5% Slashes around himself while getting up.
Edge attack   7% Performs an inward slash while climbing up.
Neutral special Monado Arts Activates one of five Monado-based Arts: Jump, Speed, Shield, Buster, or Smash. Each Art enhances particular attributes at the cost of hindering others, and lasts for 16 seconds unless manually canceled. A wheel can be used by holding the Special button, selecting an Art, and then releasing the Special button. Each Art also has cooldown, with each art varying durations. 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. Shulk will yell out the name of the move the player chooses, and make a unique pose for each ablility.
Side special Back Slash A leaping downward slash, with Shulk occasionally yelling “Back Slash!” during the move. Shulk takes a small leap forward upon start-up, giving it slightly more range and allows him to jump over small projectiles. The distance of the leap can be adjusted by holding left or right during the leap. True to its name, it deals more damage and has higher knockback if it hits the opponent's back.
Up special Air Slash A jumping upward slash, similar to Dolphin Slash, with Shulk occasionally yelling “Air Slash!”. It is a natural combo: its first hit has 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 extremely high knockback growth, which makes it a useful KOing option, especially from out of shield. While near the edge of Final Destination, its second hit KOs approximately at 106%. The Jump Art increases vertical distance gained by the first slash. However, the Jump or Smash Arts can cause the natural combo to whiff due to the additional vertical distance and higher knockback, respectively.
Down special Vision 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 that deals more damage and knockback growth in addition to launching opponents backward, but its speed and Shulk's momentum can cause it to occasionally miss its target. It is one of the strongest counters in the series, and is 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 counterattack resembles Stream Edge, one of Shulk's Physical Arts.
Final Smash Chain Attack 3% (hit 1), 2% (hits 2-12), 12% (hit 13), 5% (hit 14) Traps opponents in a bright ball of light. If it hits, Shulk summons Dunban, Riki, and Fiora to perform a Chain Attack on the opponent, which he then concludes with a powerful slash. Chain Attack's damage output and knockback are also affected by Monado Arts. However, it has a short range, as Shulk needs to be close to the opponent in order for its first hit to land. In addition, Arts can expire during the Chain Attack's cutscene, which affects its damage output and knockback.

Classic Mode: Witness the Monado's Power

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. The battle against Mega Man, continuing the theme, represents Monado Enchant from Xenoblade Chronicles (represented by the kanji for "Machine"), which share's the Monado's ability to damage Mechon armor with his party.

Round Opponent Stage Music Notes
1 Falco Lylat Cruise Space Armada
2 Sonic Windy Hill Zone Windy Hill - Zone 1
3 Giant King K. Rool Jungle Japes Crocodile Cacophony
4 Cloud Midgar Let the Battles Begin!
5 Little Mac Boxing Ring World Circuit Theme
6 Mega Man Wily Castle Metal Man Stage
Bonus Stage
Final Master Hand Final Destination Master Hand On intensity 7.0 and higher, Crazy Hand fights alongside Master Hand, and the track Master Hand / Crazy Hand plays during the battle.

Role in World of Light

Shulk was among the fighters that were summoned to fight the army of Master Hands.

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. Shulk turns back attempting to warn everyone, but remains speechless. 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.

In the mode proper, he can be found right over a cliff that leads to a waterfall. The area Shulk can be found at is rocky and grassy with many water features, reminiscent to the appearance of Gaur Plains.

Alternate costumes

Shulk Palette (SSBU).png
ShulkHeadSSBU.png ShulkHeadWhiteSSBU.png ShulkHeadBlackSSBU.png ShulkHeadOrangeSSBU.png ShulkHeadBlueSSBU.png ShulkHeadLavenderSSBU.png ShulkHeadYellowSSBU.png ShulkHeadTrunksSSBU.png

Gallery

Character Showcase Video

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Trivia

  • Shulk's pose in his official render resembles the pose he performs when selecting Monado Arts from the move's menu.
  • Shulk's artwork was one of the three that have been updated on the official site, alongside Falco and Palutena. In his case, the lighting on his hair and face have been modified, making his features appear less flat.
  • In the Gourmet Race section of the World of Light, a visual glitch occurs when the "New Record!" announcement appears. After it shows, Shulk will run with the Monado in hand until he performs another action.
  • Shulk's backhanded victory pose has an animation inconsistency: his mouth may either stay open or closed when his name is called out on the victory screen.
  • Shulk is one of the few fighters to spin differently in their Star KO: he spins forwards instead of away from the screen, similarly to how Star KOs acted in Smash 4. He shares this trait with Cloud, Corrin, Incineroar and Inkling.