Shulk (SSBU): Difference between revisions

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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 a certain amount of time (10 seconds for Buster, 8 seconds for Speed and Smash, and 6 seconds for Jump and Shield) 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 grants him an incredible [[recovery]], allowing 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 a certain amount of time (10 seconds for Buster, 8 seconds for Speed and Smash, and 6 seconds for Jump and Shield) 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 grants him an incredible [[recovery]], allowing 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 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 amongst the longest in the game for its duration. These two Arts grant him outstanding mobility, 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 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 amongst the longest in the game for its duration. These two Arts grant him outstanding mobility, 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 into viable KOing options (especially with [[rage]]), and his down throw becomes the strongest in the game while it is active. Despite his fastest aerial coming out on frame 13 and starting behind him, Shulk has a particular strength in combo breaking. The Shield Art is among the best combo breakers in the game, since it makes him fall out of all combos. He can also switch to the Smash Art at low percentages as another way to escape combos, thanks to it noticeably heightening the knockback he receives.
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 into viable KOing options (especially with [[rage]]), and his down throw becomes the strongest in the game while it is active. Despite his fastest aerial coming out on frame 13 and starting behind him, Shulk has a particular strength in combo breaking. The Shield Art is among the best combo breakers in the game, since it makes him fall out of all combos. He can also switch to the Smash Art at low percentages as another way to escape combos, thanks to it noticeably heightening the knockback he receives.
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Even having no Arts active is disadvantageous, as Shulk's balanced attributes do not allow him to easily approach or catch up with opponents. Having no Arts active also hinders him offensively: very few of Shulk's moves possess combo potential past low percentages, and all his smash attacks are punishable because of their high ending lag. 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.
Even having no Arts active is disadvantageous, as Shulk's balanced attributes do not allow him to easily approach or catch up with opponents. Having no Arts active also hinders him offensively: very few of Shulk's moves possess combo potential past low percentages, and all his smash attacks are punishable because of their high ending lag. 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.


Overall, Shulk's optimal playstyle consists of warding off pressure and having extensive knowledge of his opponent. His range, unique toolkit, and versatile tech grant him powerful abilities when mastered, with some being inaccessible to any other character in the roster, however players must have reliable spacing skill as whiffing one of his moves can leave him wide open and vulnerable to heavy damage. While his weaknesses are exploitable when fighting head-on, his adaptability allows him to excel when played patiently and while exploiting openings. 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, proper spacing, reads and patient play are each required for him to thrive.  
Overall, Shulk's optimal playstyle consists of warding off pressure and having extensive knowledge of his opponent. His range, unique toolkit, and versatile tech grant him powerful abilities when mastered, with some being inaccessible to any other character in the roster, however players must have reliable spacing skill as whiffing one of his moves can leave him wide open and vulnerable to heavy damage. While his weaknesses are exploitable when fighting head-on, his adaptability allows him to excel when played patiently and while exploiting openings. 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, proper spacing, reads and patient play are each required for him to thrive.


==Changes from ''[[Super Smash Bros. 4]]''==
==Changes from ''[[Super Smash Bros. 4]]''==
Shulk has received a mix of buffs and nerfs in his transition to ''Ultimate'', but he was greatly buffed overall. His most notable weaknesses have been relieved to some degree, and the changes to the game physics grant many of his options more utility to go with his faster moveset.
Shulk has received a mix of buffs and nerfs in his transition to ''Ultimate'', but he was greatly buffed overall. His most notable weaknesses have been relieved to some degree, and the changes to the game physics grant many of his options more utility to go with his faster moveset.


A great amount of the revamped game physics benefit Shulk. The universal reduction of [[landing lag]] grant him a safer approach game, and he has gained the ability to [[autocancel]] some aerials (a trait he was previously notable for lacking). This alleviates his púnishable landing, one of his biggest weaknesses in ''SSB4''. The universally faster mobility also improves Shulk overall, as it improves the ease of approaching and retreating, the implementation of [[dash-canceling]] with any ground move allows him to approach with his high-ranged tilts, and the readdition of pseudo-[[dash dancing]] alleviates his previously low [[traction]] and turnaround time. Finally, the changes to knockback benefit [[Back Slash]], as opponents no longer turn around when hit from behind with a move that causes [[tumbling]], making the sweetspot safer to land.
A great amount of the revamped game physics benefit Shulk. The universal reduction of [[landing lag]] grant him a safer approach game, and he has gained the ability to [[autocancel]] some aerials (a trait he was previously notable for lacking). This alleviates his punishable landings, one of his biggest weaknesses in ''SSB4''. The universally faster mobility also improves Shulk overall, as it improves the ease of approaching and retreating, the implementation of [[dash-canceling]] with any ground move allows him to approach with his high-ranged tilts, and the readdition of pseudo-[[dash dancing]] alleviates his previously low [[traction]] and turnaround time. Finally, the changes to knockback benefit [[Back Slash]], as opponents no longer turn around when hit from behind with a move that causes [[tumbling]], making the sweetspot safer to land.


In addition to lower landing lag and faster, more reliable mobility, a few of Shulk's moves possess less lag, such as [[dash attack]] and [[neutral air]]; the latter even executes faster. Combined, this grants Shulk a much more reliable approach, which was another weakness that plagued him in ''SSB4'' due to his moveset's slow speed and his trouble at landing. Aside from his [[Monado Arts]], Shulk's special moves have seen some buffs, with Back Slash now grabbing ledges after some time, [[Air Slash]] executing faster and grabbing edges faster, and [[Vision]] having larger hitboxes and less lag after a successful counter.
In addition to lower landing lag and faster, more reliable mobility, a few of Shulk's moves possess less lag, such as [[dash attack]] and [[neutral air]]; the latter even executes faster. Combined, this grants Shulk a much more reliable approach, which was another weakness that plagued him in ''SSB4'' due to his moveset's slow speed and his trouble at landing. Aside from his [[Monado Arts]], Shulk's special moves have seen some buffs, with Back Slash now grabbing ledges after some time, [[Air Slash]] executing faster and grabbing edges faster, and [[Vision]] having larger hitboxes and less lag after a successful counter.
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Shulk's nerfs were noticeable, however. Most notably, his previously heavy [[weight]] has been reduced, which coupled with his lack of options to relieve pressure makes him easier to KO, especially after a combo. His renowned [[back aerial]] has lost its large early body hitbox and has smaller hitboxes, now strictly mapping its range to behind Shulk himself and removing its situational usage for KOing in front of him. His grab game, already below average without Monado Arts active, is even less powerful, with Shulk's grabs having less range in addition to suffering from the universal nerfs to grabs, thus making them more punishable; moreover, all of his throws (except for up throw) deal less damage and knockback, with [[down throw]] no longer being the strongest in the game with Smash Art active, further necessitating an active Art for his throws to be useful.
Shulk's nerfs were noticeable, however. Most notably, his previously heavy [[weight]] has been reduced, which coupled with his lack of options to relieve pressure makes him easier to KO, especially after a combo. His renowned [[back aerial]] has lost its large early body hitbox and has smaller hitboxes, now strictly mapping its range to behind Shulk himself and removing its situational usage for KOing in front of him. His grab game, already below average without Monado Arts active, is even less powerful, with Shulk's grabs having less range in addition to suffering from the universal nerfs to grabs, thus making them more punishable; moreover, all of his throws (except for up throw) deal less damage and knockback, with [[down throw]] no longer being the strongest in the game with Smash Art active, further necessitating an active Art for his throws to be useful.


Other nerfs include his very damaging [[neutral attack]], which deals much less damage and and its first two hits range were reduced. In exchange for faster execution and larger hitboxes, a successful Vision's counterattack is less powerful and no longer [[unblockable]], while remaining slightly unreliable under some circumstances, like activating it in the air or countering a projectile. While he mostly benefits from the game physics changes, a few of them also hurt Shulk, as the increased mobility makes it easier for some opponents to pressure Shulk without his Arts active, and the reduced landing lag worsens his already poor out of shield game.
Other nerfs include his very damaging [[neutral attack]], which deals much less damage and its first two hits range were reduced. In exchange for faster execution and larger hitboxes, a successful Vision's counterattack is less powerful and no longer [[unblockable]], while remaining slightly unreliable under some circumstances, like activating it in the air or countering a projectile. While he mostly benefits from the game physics changes, a few of them also hurt Shulk, as the increased mobility makes it easier for some opponents to pressure Shulk without his Arts active, and the reduced landing lag worsens his already poor out of shield game.


Shulk's defining [[Monado Arts]] have been altered significantly. They no longer take their damage multiplier into account for the opponent's final percentage, helping Speed preserve its knockback and further improving Smash's KO power. They also now perform more like [[Monado Arts|Hyper Monado Arts]] from ''SSB4'', with both their benefits and detriments being amplified: Jump has faster air mobility and further increases the distance of Air Slash, but further increases damage taken by Shulk; Speed offers much faster mobility, but further reduces damage; Shield improves his defense even more to the point he can survive [[smash attacks]] even past 200%, but his moves now deal less knockback alongside their lowered damage, and Shield's duration lowers significantly if he is hit; Buster's lower knockback multiplier now grants Shulk true throw combos (which compensates for the loss of Speed ones), but it also increases damage taken by Shulk; and Smash now buffs Shulk's KO potential to such an extent that he is easily capable of KOing opponents very early below 100%, but causes his endurance to be the absolute worst in the game. Shulk retains the ability to switch Monado Arts while in hitstun, which can allow him to disrupt or outright escape true combos and KO setups, and he can now instantly access them at any time by holding the special button and selecting an art instead of pressing it multiple times (though said feature is still present). However, all of his individual Arts last significantly shorter and have much longer cooldown times, which combined with their amplified drawbacks makes them riskier to use and more susceptible to counterplay. Finally, the multitude of [[advanced technique]]s that can be performed with Monado Arts have been altered significantly, with engine changes causing some to be completely removed (such as [[Monado_Arts#Buffered_deactivation|Buffered Deactivation]]), while introducing new ones ([[Monado_Arts#Dial_storage|Dial Storage]]).
Shulk's defining [[Monado Arts]] have been altered significantly. They no longer take their damage multiplier into account for the opponent's final percentage, helping Speed preserve its knockback and further improving Smash's KO power. They also now perform more like [[Monado Arts|Hyper Monado Arts]] from ''SSB4'', with both their benefits and detriments being amplified: Jump has faster air mobility and further increases the distance of Air Slash, but further increases damage taken by Shulk; Speed offers much faster mobility, but further reduces damage; Shield improves his defense even more to the point he can survive [[smash attacks]] even past 200%, but his moves now deal less knockback alongside their lowered damage, and Shield's duration lowers significantly if he is hit; Buster's lower knockback multiplier now grants Shulk true throw combos (which compensates for the loss of Speed ones), but it also increases damage taken by Shulk; and Smash now buffs Shulk's KO potential to such an extent that he is easily capable of KOing opponents very early below 100%, but causes his endurance to be the absolute worst in the game. Shulk retains the ability to switch Monado Arts while in hitstun, which can allow him to disrupt or outright escape true combos and KO setups, and he can now instantly access them at any time by holding the special button and selecting an art instead of pressing it multiple times (though said feature is still present). However, all of his individual Arts last significantly shorter and have much longer cooldown times, which combined with their amplified drawbacks makes them riskier to use and more susceptible to counterplay. Finally, the multitude of [[advanced technique]]s that can be performed with Monado Arts have been altered significantly, with engine changes causing some to be completely removed (such as [[Monado_Arts#Buffered_deactivation|Buffered Deactivation]]), while introducing new ones ([[Monado_Arts#Dial_storage|Dial Storage]]).