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{{Infobox Character
{{Infobox Character
|name = Shulk
|name = Shulk
|image = {{tabber|title1=Colony Type I|tab1=[[File:Shulk SSBU.png|250px]]|title2=Ecru Type|tab2=[[File:Shulk Swimsuit SSBU.png|223px]]}}
|image = {{tabber|title1=Colony Type I|content1=[[File:Shulk SSBU.png|250px]]|title2=Ecru Type|content2=[[File:Shulk Swimsuit SSBU.png|223px]]}}
|game = SSBU
|game = SSBU
|ssbgame1 = SSB4
|ssbgame1 = SSB4
|availability = [[Unlockable character|Unlockable]]
|availability = [[Unlockable character|Unlockable]]
|tier = S-
|tier = A-
|ranking = 19
|ranking = 25
}}
}}
'''Shulk''' ({{ja|シュルク|Shuruku}}, ''Shulk'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed on June 12th, 2018. Shulk is classified as [[Fighter number|Fighter #57]].
'''Shulk''' ({{ja|シュルク|Shuruku}}, ''Shulk'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He was confirmed on June 12th, 2018. Shulk is classified as [[Fighter number|Fighter #57]].
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{{iw|wikipedia|Adam Howden}} and {{iw|wikipedia|Shintarō Asanuma}} reprise their roles as Shulk's voice actors in the English and Japanese versions respectively, mostly through recycled voice clips from ''[[Super Smash Bros. 4]]''. Howden and Asanuma also reprised their roles for Shulk's appearance in {{SSBU|Pyra}} and {{SSBU|Mythra}}'s [[List of Super Smash Bros. Ultimate character trailers#Pyra and Mythra|reveal trailer]].
{{iw|wikipedia|Adam Howden}} and {{iw|wikipedia|Shintarō Asanuma}} reprise their roles as Shulk's voice actors in the English and Japanese versions respectively, mostly through recycled voice clips from ''[[Super Smash Bros. 4]]''. Howden and Asanuma also reprised their roles for Shulk's appearance in {{SSBU|Pyra}} and {{SSBU|Mythra}}'s [[List of Super Smash Bros. Ultimate character trailers#Pyra and Mythra|reveal trailer]].


Shulk is ranked 19th out of 82 on the current [[tier list]], placing him at the bottom of the S- tier. This is a significant improvement from his 34th out of 54 placement in ''SSB4''.
Shulk is ranked 25th out of 82 on the current [[tier list]], placing him in the A- tier. This is a significant improvement from his 34th out of 54 placement in ''SSB4''. One of Shulk's greatest strengths is his enormous disjointed range, courtesy of the Monado. This allows him to outrange almost every fighter in the game, which gives Shulk one of the most effective spacing capabilities relative to the rest of the cast. Shulk can further enhance his strengths through the usage of [[Monado Arts]]. They allow him to change his stats on command, depending on the art selected. To name a few, Speed Art allows him to run faster and improve his approach and Buster Art gives him increased damage output in exchange for less knockback, allowing for high-damaging combos. Shield Art, in particular, is notorious for breaking out of combos due to decrease knockback taken.
 
Despite the amount of strengths, Shulk is not flawless. He still retains his sluggish frame data and startup of a majority of his moves, making him prone to getting parry punished or overwhelmed by faster moves. His recovery is also fairly exploitable due to Air Slash being his only main recovery option and if it gets disrupted, he can lose his stock fairly early if he has used his midair jump, even with Jump Art in store. Speaking of Monado Arts, despite giving Shulk upgrades, they also grant multiples downsides. For example, while Smash Art gives him better KO power, it also greatly increases knockback taken, giving Shulk a worse endurance than even Pichu while in Smash Art, giving it some risk to using it. Finally, Shulk is one of the most difficult characters to master since he has a lot of advanced techniques, and properly using Monado Arts mid-match has to account for fast decision-making to see which art is best suited for each situation.


==How to unlock==
==How to unlock==
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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. Despite having less results compared to other high-ranked characters, he is considered by many of the world's top players to be a high tier character, with even some of them considering Shulk to be a top tier.
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 was buffed significantly in his transition to ''Ultimate''. Much like {{SSBU|Palutena}}, his infamously sluggish moveset has been sped up: the universal reduction of [[landing lag]] and the lag reduction to his dash attack grant him a safer approach, and he has even gained the ability to [[autocancel]] some aerials (a trait he was previously notable for lacking). This alleviates one of his biggest weaknesses in ''SSB4'', as his aerial landings were notoriously punishable. In addition, the implementation of cancelling 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 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 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.


Shulk's defining [[Monado Arts]] have also been altered significantly, now performing more like [[Monado Arts|Hyper Monado Arts]] from ''SSB4''. Their benefits have been boosted: Buster now grants Shulk true throw combos, alleviating the loss of Speed ones due to the new knockback physics, Shield allows him to stay grounded even after [[smash attack]]s at low percents, and Smash now buffs Shulk's KO potential to such an extent that he is capable of KOing very early with tilts, aerials and smash attacks. Moreover, 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, by switching to Shield or Smash arts.
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. His previously heavy [[weight]] has been reduced, his very damaging [[neutral attack]] has been significantly toned down and its reach was further nerfed, his [[back aerial]] has lost its large early body hitbox and has smaller hitboxes, and his [[throws]] are all less damaging and have less knockback, except up throw (which will not KO below 300% under normal circumstances anyways), with [[down throw]] no longer being the strongest in the game. His infamous [[Vision]] had its knockback scaling slightly reduced, it is no longer [[unblockable]] and the counterattack hits less reliably under some circumstances, like activating it in the air or countering a projectile. While the changes to his Monado Arts improve its strengths, they last significantly shorter, have much longer cooldown times, and their drawbacks have  been significantly amplified, making each Art much riskier to use and more susceptible to counterplay such as camping and shielding. Lastly, Shulk still has most of his noticeable flaws, such as a poor approach, poor frame data, poor out of shield options, poor disadvantage (especially when Shield Art is on cooldown) and trouble landing.
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.


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. Despite his continued issues with frame data, the changes that his playstyle has received, and the loss of many advanced techniques, Shulk’s results in Ultimate’s competitive scene are stronger than in ''Smash 4'' due to the benefits he gained from engine changes and his own buffs. This has resulted in him having relatively low, but strong representation from players such as {{Sm|Nicko}} and {{Sm|Kome}}. This has led to the perception of Shulk by the community to be that of a high tier character instead of the low-mid tier he was in ''Smash 4'', with some pro players even arguing he has top tier potential. Conversely, some players have begun doubting how much "potential" Shulk truly has, as he lacks the significant tournament results and representation of other high tiers. As of recent, {{Sm|Nicko}} has relegated him to a counterpick character in favor of {{SSBU|Roy}}, although {{Sm|Kome}} still has been doing well with the character, placing 5th in Temple: Hermès Edition and 3rd at Kagaribi 5. Overall, it's clear he is 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.
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]]).
 
As a result of these changes, Shulk's strengths and weaknesses are more defined, and his playstyle has been drastically altered to be more dynamic. It revolves less around taking advantage of Monado Arts at all times, now depending on using his improved kit to make use of his stronger, shorter-lasting Monado Art abilities when he is able to get an opening. His faster mobility, lower landing lag and the changes to dash-canceling now help him with approaching, but he has to be more careful with dealing with opposing pressure. He still has some of his most noticeable flaws from ''SSB4'', such as a poor approach, frame data, out of shield options and disadvantage (especially when Shield Art is on cooldown), and lack of options to deal with pressure. Regardless, Shulk's buffs outweigh the nerfs he has received, and he is a better character in ''Ultimate''.


{{SSB4 to SSBU changelist|char=Shulk}}
{{SSB4 to SSBU changelist|char=Shulk}}


==Update history==
==Update history==
Shulk received a mix of buffs, glitch fixes and a single nerf via game updates, but was buffed slightly overall. Update 2.0.0 enabled forward aerial to autocancel earlier and decreased its edge lockout duration, the latter of which was also applied to up aerial. Update 3.0.0 increased the ranges of Shulk's floor and edge attacks, while update 3.1.0 did the same for neutral attack's second hit. Interestingly, update 8.0.0 granted Shulk a buff that was not mentioned in the official patch notes: aerial [[Vision]]'s [[counterattack]] now grants Shulk [[intangibility]] on frame 1.
Shulk received a mix of buffs, glitch fixes and a single nerf via game updates. Update 2.0.0 enabled forward aerial to autocancel slightly earlier and decreased its edge lockout duration, the latter of which was also applied to up aerial. Update 3.0.0 increased the ranges of Shulk's floor and edge attacks, while update 3.1.0 did the same for neutral attack's second hit. Interestingly, update 8.0.0 granted Shulk a buff that was not mentioned in the official patch notes: aerial [[Vision]]'s [[counterattack]] now grants Shulk [[intangibility]] on frame 1.


Update 9.0.0 increased the knockback scaling of Vision's counterattack, which restored most of the strength it lost in the transition from ''SSB4'' to ''Ultimate''. The central hitbox of up smash's first hit gained more hitstun, which enables it to connect more reliably into the second hit. Lastly, the [[Monado Arts|Shield Art]]'s multiplier for knockback received was increased, which worsened its renowned durability and Shulk's disadvantage state at lower percentages.
Update 9.0.0 increased the knockback scaling of Vision's counterattack, which restored most of the strength it lost in the transition from ''SSB4'' to ''Ultimate''. The central hitbox of up smash's first hit gained more hitstun, which enables it to connect more reliably into the second hit. Lastly, the [[Monado Arts|Shield Art]]'s multiplier for knockback received was increased, which worsened its renowned durability and Shulk's disadvantage state.


Overall, Shulk fares mildly better than he did at the launch of ''Ultimate''.
Overall, Shulk fares similarly well as he did at the launch of ''Ultimate''.


'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
'''{{GameIcon|ssbu}} {{SSBU|1.1.0}}'''
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|fsmashname=Monado Smash ({{ja|モナドスマッシュ|Monado Sumasshu}})
|fsmashname=Monado Smash ({{ja|モナドスマッシュ|Monado Sumasshu}})
|fsmashdmg={{ChargedSmashDmgSSBU|5.5}} (hit 1), {{ChargedSmashDmgSSBU|13}}/{{ChargedSmashDmgSSBU|11.5}} (hit 2)
|fsmashdmg={{ChargedSmashDmgSSBU|5.5}} (hit 1), {{ChargedSmashDmgSSBU|13}}/{{ChargedSmashDmgSSBU|11.5}} (hit 2)
|fsmashdesc=A forward 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 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. The Buster Art grants the move good shield-pressuring potential, as it can deplete half a shield. While near the edge of Final Destination, the non-angled blade/beam KOs at 74%/86%. However, the first hit's low [[priority]] makes it easily canceled by weak attacks, while the move's high ending lag (44 frames) makes it completely unsafe on shield. As a result, it is best used as a punishment option or as a high-risk, high-reward mix-up against approaching opponents. It is almost identical to [[xenoserieswiki:Slit Edge (XC1)|Slit Edge]], one of Shulk's physical Arts, albeit with the Monado being held in a standard grip instead of sideways.
|fsmashdesc=A forward 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 one of the longest ranged non-projectile forward smashes in the game; when coupled with its ability to be angled, it can hit opponents [https://youtu.be/QTbawhu0xxY?t=140 hanging from ledge] if spaced correctly. The Buster Art grants the move good shield-pressuring potential, as it can deplete half a shield. While near the edge of Final Destination, the non-angled blade/beam KOs at 74%/86%. However, the first hit's low [[priority]] makes it easily canceled by weak attacks, while the move's high ending lag (44 frames) makes it completely unsafe on shield. As a result, it is best used as a punishment option or as a high-risk, high-reward mix-up against approaching opponents. It is almost identical to [[xenoserieswiki:Slit Edge (XC1)|Slit Edge]], one of Shulk's physical Arts, albeit with the Monado being held in a standard grip instead of sideways.
|usmashname=Anti-Air Monado ({{ja|アンチエアモナド|Anchi Ea Monado}})
|usmashname=Anti-Air Monado ({{ja|アンチエアモナド|Anchi Ea Monado}})
|usmashdmg={{ChargedSmashDmgSSBU|4.5}} (hit 1), {{ChargedSmashDmgSSBU|13.5}} (hit 2)
|usmashdmg={{ChargedSmashDmgSSBU|4.5}} (hit 1), {{ChargedSmashDmgSSBU|13.5}} (hit 2)
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|fsdmg=3% (hit 1), 2% (hits 2-12), 12% (hit 13 front opponent), 2% (hit 13 other opponents) 5% (hit 14). Total: 46% (front opponent), 36% (other opponents)
|fsdmg=3% (hit 1), 2% (hits 2-12), 12% (hit 13 front opponent), 2% (hit 13 other opponents) 5% (hit 14). Total: 46% (front opponent), 36% (other opponents)
|fsdesc=Emits a sphere of bright light in front of himself. If it hits an opponent, Shulk summons [[Dunban]], [[Riki]], and [[Fiora]] to perform a [[xenoserieswiki:Chain Attack (XC1)|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.
|fsdesc=Emits a sphere of bright light in front of himself. If it hits an opponent, Shulk summons [[Dunban]], [[Riki]], and [[Fiora]] to perform a [[xenoserieswiki:Chain Attack (XC1)|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.
}}
===Stats===
{{Attributes
| cast=89
| weight=97 | rweight=37-39
| dash=1.87 | rdash=52-57
| run=1.672 | rrun=49-50
| walk=1.155 | rwalk=35-38
| trac=0.094 | rtrac=68-69
| airfric=0.009 | rairfric=52-56
| air=1.113 | rair=33
| baseaccel=0.01 | rbaseaccel=15-87
| addaccel=0.04 | raddaccel=69-78
| gravity=0.098 | rgravity=34-36
| fall=1.58 | rfall=48-51
| ff=2.528 | rff=45-48
| jumpsquat=3 | rjumpsquat=1-88
| jumpheight=33.5 | rjumpheight=36-37
| shorthop=16.8 | rshorthop=32
| djump=33.5 | rdjump=45-46
}}
}}


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*Tenses and quickly looks behind himself, then in front of himself before easing up.
*Tenses and quickly looks behind himself, then in front of himself before easing up.
<gallery>
<gallery>
SSBUShulkIdle1.gif|Shulk's first idle pose
SSBUShulkIdle1.gif|Shulk's first idle pose.
SSBUShulkIdle2.gif|Shulk's second idle pose
SSBUShulkIdle2.gif|Shulk's second idle pose.
</gallery>
</gallery>


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==In [[competitive play]]==
==In [[competitive play]]==
Early in ''Ultimate''{{'}}s lifespan, many pro players placed Shulk as a high tier or even a top tier character in their own tier lists; however, at the time, Shulk lacked the strong results and representation of many other high tiers and top tiers at the time. Part of this could be attributed to his high learning curve and usage of advanced techniques such as [[Monado Arts#Dial storage|dial storage]], resulting in fewer players using the character. As such, Shulk remained a somewhat rare, yet very dangerous character in the early and even in the current meta. Shulk players have gradually seen more success, with Kome winning {{Trn|Sumabato SP 10}}, placing 3rd at {{Trn|2GG: SwitchFest 2019}} and placing 2nd at {{Trn|EVO Japan 2020}} while Nicko proceeded to win {{Trn|Play With Heart}} and placed 2nd at {{Trn|Port Priority 5}}. Due to these results, Shulk now has seen a moderate to high degree of success, although initially lower than other sword wielding characters in the game like {{SSBU|Roy}} and {{SSBU|Lucina}}, with now some players considering him potentially the best swordfighter in the game. Players often cite his large disjoints and usage of Monado Arts to escape combos and kill confirms as some of the character's best strengths. Shulk also has a terrific matchup spread, including positive matchups against meta relevant characters such as {{SSBU|Mario}}, {{SSBU|Peach}}, {{SSBU|Mr. Game & Watch}}, {{SSBU|Zero Suit Samus}}, {{SSBU|Olimar}} and  {{SSBU|Young Link}} while having some disadvantageous matchups against {{SSBU|Pikachu}}, {{SSBU|Palutena}}, {{SSBU|R.O.B.}} and {{SSBU|Snake}}. Overall opinion on Shulk's placement in the game's tier list has been slowly shifting into high tier or top tier status, placing him 19th on the first and current tier list, at the bottom of the top tier.
===Most historically significant players===
===Most historically significant players===
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''See also: [[:Category:Shulk professionals (SSBU)]]''
''See also: [[:Category:Shulk players (SSBU)]]''


*{{Sm|Darkshad|USA}} - One of the best Shulk players in the United States. Placed 3rd at {{Trn|Bourbon State Gaming: Stop Your Friendlies}}, 4th at {{Trn|COST 2019}}, 5th at {{Trn|2GG: Run it Back}}, 17th at {{Trn|Full Bloom 5}}, and 49th at {{Trn|Smash 'N' Splash 5}} with wins over players such as {{Sm|Kome}} and {{Sm|Jakal}}.
*{{Sm|Darkshad|USA}} - One of the best Shulk players in the United States. Placed 3rd at {{Trn|Bourbon State Gaming: Stop Your Friendlies}}, 4th at {{Trn|COST 2019}}, 5th at {{Trn|2GG: Run it Back}}, 17th at {{Trn|Full Bloom 5}}, and 49th at {{Trn|Smash 'N' Splash 5}} with wins over players such as {{Sm|Kome}} and {{Sm|Jakal}}.
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*{{Sm|Tru4|Germany}} - One of the best Shulk players in Europe. Placed 1st at {{Trn|DoKomi 2019}}, 4th at both {{Trn|Battle Arena Melbourne 11}} and {{Trn|DreamHack Leipzig 2020}}, 7th at {{Trn|Ultimate Fighting Arena 2019}}, and 9th at {{Trn|VCA 2019}} with wins over players such as {{Sm|WaDi}}, {{Sm|Puppeh}}, and {{Sm|Meru}}. Ranked 11th on the [[European Smash Rankings]].
*{{Sm|Tru4|Germany}} - One of the best Shulk players in Europe. Placed 1st at {{Trn|DoKomi 2019}}, 4th at both {{Trn|Battle Arena Melbourne 11}} and {{Trn|DreamHack Leipzig 2020}}, 7th at {{Trn|Ultimate Fighting Arena 2019}}, and 9th at {{Trn|VCA 2019}} with wins over players such as {{Sm|WaDi}}, {{Sm|Puppeh}}, and {{Sm|Meru}}. Ranked 11th on the [[European Smash Rankings]].
*{{Sm|Uncivil ninja|USA}} - The best Shulk player in Florida. Placed 9th at both {{Trn|Tampa Never Sleeps 8}} and {{Trn|CEO Dreamland 2020}}, 17th at {{Trn|Come to Papa 3}}, and 25th at both {{Trn|Let's Make Big Moves}} and {{Trn|GENESIS 7}} with wins over players such as {{Sm|VoiD}}, {{Sm|Myran}}, and {{Sm|8BitMan}}.
*{{Sm|Uncivil ninja|USA}} - The best Shulk player in Florida. Placed 9th at both {{Trn|Tampa Never Sleeps 8}} and {{Trn|CEO Dreamland 2020}}, 17th at {{Trn|Come to Papa 3}}, and 25th at both {{Trn|Let's Make Big Moves}} and {{Trn|GENESIS 7}} with wins over players such as {{Sm|VoiD}}, {{Sm|Myran}}, and {{Sm|8BitMan}}.
===Tier placement and history===
Throughout ''Ultimate''{{'}}s lifespan, many players placed Shulk as a high tier or even top tier character in their own tier lists; this is due to the buffs he received such as reduced landing lag and the ability to utilize his Monado Arts faster. However, due to a high learning curve and reliance of advanced techniques like [[Monado Arts#Dial storage|dial storage]], Shulk's playerbase has remained rather small compared to other top and high tier characters; his representation has hovered around the top 30 for most of the game's competitive lifespan. Despite his small playerbase, his best players have historically performed well with the character. Shulk was represented in the early metagame by {{Sm|Kome}} and {{Sm|Nicko}}, both of whom were ultimately ranked on the [[Fall 2019 PGRU]]. Although Nicko became less active after the online metagame, Kome continued to see strong, albeit inconsistent, results at majors, while {{Sm|jaredisking1}} also achieved some good placements in the United States. As such, despite sparse tournament representation, his strong performances from dedicated mains led to him being ranked 19th on the first tier list, at the end of the top tier. He would later fall to 25th on the second and current tier list, but remains ranked as a high tier character in the A- tier.


=={{SSBU|Classic Mode}}: Witness the Monado's Power==
=={{SSBU|Classic Mode}}: Witness the Monado's Power==
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Shulk was among the fighters that were summoned to fight the army of [[Master Hand]]s.
Shulk was among the fighters that were summoned to fight the army of [[Master Hand]]s.


After the Master Hands begin turning into energy for [[Galeem]] to absorb, Shulk experiences a {{s|xenoserieswiki|vision}} where all of the fighters are annihilated and the universe engulfed in light. Shulk turns back attempting to warn everyone, but before he can tell the other fighters what he foresaw, 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 {{SSBU|Kirby}}.
During the opening cutscene, Shulk was briefly seen on the cliffside when Galeem unleashed its beams of light. After the Master Hands begin turning into energy for [[Galeem]] to absorb, Shulk experiences a {{s|xenoserieswiki|vision}} where all of the fighters are annihilated and the universe engulfed in light. Shulk turns back attempting to warn everyone, but before he can tell the other fighters what he foresaw, 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 {{SSBU|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 Plain]]. The [[List of spirits (Fire Emblem series)|Camilla]] spirit must be defeated right before he can be challenged.
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 Plain]]. The [[List of spirits (Fire Emblem series)|Camilla]] spirit must be defeated right before he can be challenged.
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|{{SSBUMusicLink|Xenoblade Chronicles|Counterattack}}
|{{SSBUMusicLink|Xenoblade Chronicles|Counterattack}}
|[[Rex]]
|[[Rex]]
|-
|1,516
|{{SpiritTableName|Noah & Mio|size=64|customname={{iw|xenoserieswiki|Noah}} & {{iw|xenoserieswiki|Mio}}}}
|[sic]
|•{{SSBU|Dark Samus}} {{Head|Dark Samus|g=SSBU|s=20px|cl=Purple}} (120 HP)<br>•{{SSBU|Mii Brawler}} {{Head|Mii Brawler|g=SSBU|s=20px}} (Moveset [[Flashing Mach Punch|2]][[Onslaught|1]][[Thrust Uppercut|3]][[Feint Jump|2]], Nia Wig, Nia Outfit, Normal Voice Type 4) (80 HP)<br>•{{SSBU|Shulk}} {{Head|Shulk|g=SSBU|s=20px|cl=Black}} (80 HP)
|{{SpiritType|Attack}}
|9,300
|[[Bridge of Eldin]] ([[Battlefield form]])
|N/A
|•[[Stamina battle]]<br>•Reinforcements will appear after an enemy is KO'd<br>•The enemy starts the battle with a [[Beam Sword]]
|{{SSBUMusicLink|Xenoblade Chronicles|Battle!! - Xenoblade Chronicles 2}}
|Noah
|}
|}
<references group="SB">
<references group="SB">
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*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.
*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.
*Despite fighting mechanical foes in his game, [[Galleom]] does not appear as a boss in Shulk's Classic Mode route.
*Despite fighting mechanical foes in his game, [[Galleom]] does not appear as a boss in Shulk's Classic Mode route.
*In Shulk's right victory pose, his mouth will either be open or closed during the actual pose depending on what quote he is saying. His mouth will be closed if the, "I can change the future," quote plays while it will be open if his, "I can feel the power," quote is played.
*In Shulk's right victory pose, his mouth will either be open or closed during the actual pose depending on what quote he is saying. His mouth will be closed if the "I can change the future!" quote plays, while it will be open if his "I can feel the power!" quote is played.
*Shulk appears in the most Legend-rank spirit battles as an ally, at a total of four.
*Shulk appears in the most Legend-rank spirit battles as an ally, at a total of four.
**Specifically, he appears in the Mecha-[[Fiora]], [[Pyra]], [[Mythra]], and {{s|xenoserieswiki|Pneuma}} spirit battles.
**Specifically, he appears in the Mecha-[[Fiora]], [[Pyra]], [[Mythra]], and {{s|xenoserieswiki|Pneuma}} spirit battles.
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