banner



Best Shulk Player Smash Ultimate

This article is about Shulk'due south advent in Super Blast Bros. for Nintendo 3DS and Wii U. For other uses, see Shulk.

Shulk is a newcomer in Super Smash Bros. for Nintendo 3DS and Wii U. He was confirmed in a Nintendo Straight on August 29. He was the last grapheme to be officially confirmed earlier the release of the 3DS version.

Shulk currently ranks 35th on the tier list, being placed at the middle of the D tier. He is very versatile due to his Monado Arts, and has attacks that accept disjointed hitboxes and amazing reach. However, many of his moves have lots of startup and ending lag forth with not have good recovery options, since his only recovery is Air Slash.

Attributes

Strengths

  • Heavyweight character, beingness tied with Mega Man.
  • Can enhance his abilities with Monado Arts to improve his performance and adapt to different situations and opponents.
    • Shulk can move (walk, run, jump) while cycling between the Arts, and tin can continue to wheel betwixt powers even when being attacked. He can fifty-fifty cancel the blitheness of the Art activation and reduce its lag.
    • Monado Arts: Spring can greatly increase his recovery potential.
    • Monado Arts: Shield makes Shulk the heaviest character in the game.
  • All his attacks save for the first ii hits of his Neutral Combo are disjointed hitboxes.
  • High range on most attacks, with the Monado'southward energy blade extending and retracting.
    • In fact, Shulk's Monado grants him the second highest overall range of all swordsman in the game, losing to few of Corrin'due south moves.
  • Powerful KO moves with good variety of uses.
  • Good philharmonic potential, with some of his aerial attacks having low ending lag, being able to string together with his ground attacks.
  • Long duration of hitboxes on near attacks.
  • Has a Meteor Smash: Downwards Aerial.
  • Has a powerful counter-assault: Vision.

Weaknesses

  • His tall frame makes him an easy target for juggling.
  • Considerably difficult to master due to micromanagement of his Monado Arts.
  • Has a sluggish frame data due the considerable startup for many of his moves.
  • Considerable lag for some moves, mostly for his Boom Attacks and some aerials attacks.
  • Cannot auto cancel any of his aeriform attacks.
  • Many of his attacks crave precise timing and accuracy, or crave opponents to be in a specific position in order to hit effectively.
  • Using Monado Arts has drawbacks; while information technology increases a parameter, it decreases another one.
    • Additionally, Shulk becomes vulnerable and tin can't use his recovery moves while the power is being activated. He as well cannot activate Monado Arts while on a revival platform.
    • Each Art also has its own cooldown once the effect finishes, meaning Shulk cannot use the aforementioned art repeatedly.
    • It requires awareness from the player, as using an Art at the wrong moment tin can be unsafe for Shulk.
  • Predictable recovery moves with big drawbacks; Air Slash doesn't sweetspot the ledge equally much and Back Slash can't sweetspot the ledge at all.

Summary

Shulk's stats past Kurogane Hammer.

By standard, Shulk is a character with very balanced stats, with average movement speed, however with a somewhat slow mobility in the air, as well beingness a heavyweight. His Monado grants him the highest overall range of all characters in the game. Additionally, the Monado deals more than impairment and knockback if it hits from the centre of the energy blade rather than the tip. This is more noticeable in his Smash Attacks.

Shulk is Dynamic, having a lot of versatility, being able to play on different roles during the fight. The core of his game is his standard special movement, Monado Arts, which bestows upon him a massive caste of modularity, allowing him to encompass many of his weaknesses and/or farther ameliorate his strengths.

For example, Monado Arts: Smash raises his knockback only lowers the damage of his attacks, while Monado Arts: Shield makes it harder for Shulk to be launched but makes him very irksome. While this move is great, it can leave Shulk wide open to attacks when he is selecting a different art then it is best used when he has some space from the opponent.

Monado Arts: Jump is fantastic for recovery, equally it profoundly boosts both his jumping tiptop and Air Slash's superlative. If one finds themselves off-stage and stuck in another Monado Art, printing the special button three times to break out of that fine art and switch to Jump, and then using Air Slash. In that location aren't actually any outstanding or notable attacks with Jump, since it doesn't effect Shulk's damage output. Even so, Jump allows Shulk to go deeper for off-stage kills and return to condom. It tin also be used in order to jump loftier higher up the phase and dodge enemy attacks as well. Shulk can also utilize it to become over opponents that are spamming projectiles to hitting them from above.

Monado Arts: Speed grants Shulk one of the fastest walking and running speeds, likewise aerial speed. Even though Shulk's damage output suffers, he is fast enough that he may be able to get some quick combos in before an opponent can react. The Speed Monado Art tin can be smashing at the beginning of a match if a player wants to get some really quick combos in on the opponent. Since information technology grants Shulk increased horizontal motion in the air too, Shulk tin can approach enemies easier. While in the Speed Monado Art, nuance attack can be useful equally an arroyo choice since opponents will take little time to react. Down Tilt to Forrard Aerial is a reliable combo in Speed. Neutral Aerial is another excellent attack since the momentum from speed gives the move an extremely wide set on range when short-hopped.

Monado Arts: Shield makes Shulk the heaviest graphic symbol in the game and reduces his harm taken, but as well greatly reduces his movement speed, jumping height and damage output. Information technology also increases the amount of shield damage he can take. This Art is useful if Shulk is at a loftier percentage and trying to stay live, just otherwise should not exist used oft at all. It only serves as a survival tactic; almost everything else about Shulk is decreased. There are no notable attacks that can be used with Shield, however, considering of the increased weight and decreased leap height, short-hopping is about the default, so he may be able to become in some aeriform attacks shut to the ground with this Art activated.

Monado Arts: Buster greatly increases Shulk's damage output (including shield harm), at the expense of taking extra damage every bit well. In addition, Buster decreases the knockback Shulk's attacks deal, but this merely makes it easier for Shulk to perform combos with the Buster Fine art activated. Activating Buster is useful at the beginning of a match, and then Shulk can deal quick damage early in the friction match. If Shulk is behind in the friction match, Buster can be useful to put damage on an opponent so that Shulk can regain the lead. Under the effects of Buster, Shulk's Forward Blast is capable of breaking enemy shields if both hits connect. Backslash does a lot of damage even in front.

Monado Arts: Smash sharply increases Shulk's launch power for all his attacks, but too increases the knockback received. In addition, Shulk's impairment output is profoundly reduced as well. This fine art can be risky, but information technology can pay off since information technology tin finish opponents off with one hit if they aren't conscientious. Boom should be used when the opponent is above 100% then that a kill is ensured to happen. Nevertheless, don't utilize it if Shulk is above lx%, or Shulk could be killed just as easily. All of Shulk's Smash Attacks have mortiferous results with Smash activated. Backslash and the 2nd assail of Air Slash become deadly as well. His throws also become very potent, with Down Throw condign a kill throw against opponents above 120% near the ledge.

His Side Special, Backslash, can be a good botch move, edge-guarding tactic, and harm-dealer in general. As the proper noun suggests, this move deals more damage and knockback when hitting opponents from behind. Jump over the enemy and get past them a bit, then Backslash in the opposite direction so that the attack is directed towards the enemy. This can exist a good surprise attack since many opponents won't expect it, just don't overdo it or they'll catch on. If Shulk is spaced properly on the border Backslash tin be used to keep opponents away from the border and off stage. Back Slash tin can also exist used to punish border rolls.

His Up Special, Air Slash, is Shulk's only recovery motility, and is a good philharmonic finisher, with the 2d slash capable of hit opponents edge-guarders waiting by the ledge. It is besides a skillful killing movement at mid-height of the stage on most characters at around 135% (with no Monado Arts activated). It tin besides kill off-stage, though this is a riskier option.

His Downwardly Special, Vision, is one of the most powerful counters attacks in the game. Opponents will nearly always be hit past the attack unless it is something that moves in a gear up direction, similar Wario's Bike, or a projectile like Falco's Blaster. It moves Shulk forwards a bit when information technology is triggered so it can help with recovery as well as foiling edge-guarding attempts. On the ground, Shulk can move past the opponent and hitting them from backside. This deals more impairment and has more than kill ability behind information technology, then this is a skillful option for this move. Quickly pressing the special push again when Vision is triggered causes Shulk to chop-chop stab the opponent, resulting in an even stronger counter.

Beyond his Special Moves, his Standard Attacks and Blast Attacks mix power and range, but require a caste of precision. Shulk's Neutral Assail is an excellent move because it comes out fast and the combo deals decent damage. Shulk's Forward Tilt is a skilful spacing move thanks to its range, and tin KO opponents at higher percentages. Down Tilt is a good combo starter, while Up Tilt combos with itself on certain characters and is bully for fending off assaults from above. His Dash Attack is a decent approach choice, made improve in tandem with Speed. It has catastrophe lag so it is easy to punish though.

Shulk's Smash Attacks are all stiff and have loftier range, but require specific sweetspotting in order to reach full potential. Forrad and Up Smashes are both very strong, but possess extremely linear hit-boxes. He can scoot in and Forward Smash an entire hairball of opponents on the footing, just information technology will completely whiff whatever behind or above him. This is especially evident with his Upwards Nail; it covers a lot of vertical ground but requires him to exist direct below his opponent to country. This requires Shulk to attack intelligently and precisely to minimize these vulnerabilities. Up smash has similar attributes Forward Smash, having awesome impairment and launch on it, being specially useful when used below fall-through platforms in stages such equally Battlefield to score easy ceiling KOs. Additionally, all his Smash Attacks have very long hitboxes in terms of elapsing, especially his Downwards Smash. Shulk's Down Smash has swell range on it and hits multiple times, existence useful to catch side rollers.

Shulk's air game is quite powerful, every bit his aerials besides have big hitboxes, peculiarly his Neutral Aerial. With a very long duration, loftier range and depression landing lag, it's the breadstuff and butter of Shulk'south combos, giving him a lot of options to follow ups. Paired with Monado Arts: Buster, which increases his harm but decreases his knockback, it gives him more than guaranteed combos. Forrad Aerial tin can go on opponents off-stage and proceed combos; at low percentages, this move combos with itself. Back Aerial is his strongest aeriform, being bully for edge-guarding; it is useful with brusk-hops as well and has good damage and launch on it. Up Aeriform is great for ceiling kills, but because of its narrow range it can be difficult to juggle with. Downwards Aerial will simply Meteor Boom connects, though it tin can nevertheless put some good impairment on opponents.

While non having any notable throws, Shulk's Forward and Dorsum Throws are proficient for getting opponents off-stage. The Back Throw can combo into a Backslash at depression percentages. His Down Throw is a great combo starter at low percentages, and his up throw is good for setting upward some aerial combos.

Shulk has some notable flaws, yet. He has a very sluggish frame data, with a lot of startup on his nearly all his attacks, making Shulk very piece of cake to punish and forcing him to space his attacks very well. He is as well the only grapheme in the game incapable of automobile-canceling his aerials, resulting in landing lag everytime. Back Slash is as well very flawed as it cannot grab the ledge, making it very risky if used off-phase. Shulk'south Monado Arts, while boosting his parameters, also decreases another one. Jump makes him very vulnerable to damage, while Speed lowers his harm output and reduces his bound force to the point of hindering his vertical mobility. Shield drastically reduces his mobility and noticeably reduces his damage output, making it hard to get a percentage lead, likewise as making his recovery 1 of the worst in the game. Buster increases his vulnerability to damage (although not to the same extent as Spring) and the lower knockback makes information technology near impossible to KO opponents without smash attacks, fifty-fifty well over 150%. Finally, Nail severely reduces his survivability, hinders his philharmonic game, and his attacks become the least dissentious in the game.

The key to excelling as Shulk is to play defensively and react to opponents equally opposed to charging in. Use his Monado Arts to control the battlefield and apply the right tool for the situation at mitt; and learn all the pros and cons of each Art. Utilise his Monado Arts to their total potential. While his assets are powerful, declining to intelligently utilize them will consequence in a lot of frustration.

Moveset

Ground Attacks

  • Neutral Attack: Does a dial, then a kick, and finally slashes the Monado in an upwardly arc.
  • Nuance Attack: Slashes forrard with the Monado.
  • Side Tilt: Does a stronger Monado slash.
  • Up Tilt: Slashes upward with the Monado. Has considerable range.
  • Down Tilt: Sweeps the ground in front of him with the Monado.

Smash Attacks

  • Forward Smash - Powerfully thrusts the Monado forward, causing an initial assault before a second pulse of energy causes knockback. It tin can also be tilted. The blade gains extra range at the fourth dimension of its sweet spot (when it appears).
  • Upward Nail - Slams the Monado'due south hilt into the ground facing up, causing an initial assail before extending the laser blade to a considerable altitude. Equally the slamming causes upwards knockback, this is a good philharmonic move.
  • Downwards Boom - Spins the Monado around, low to the footing, three times. Launch ability decreases with every spin. The concluding spin will have a longer range.

Other attacks

  • Get-Up Assault - Swiftly swings the Monado at both his sides, then stands up.
  • Ledge Assault - Swings the Monado at the anxiety of his opponent as he is climbing up.

Aerial Attacks

  • Neutral Aerial: Slashes the Monado upwards with beam activated. Information technology'south a slow attack.
  • Forward Aerial: Slashes the Monado in front end of him.
  • Dorsum Aerial: Thrusts the Monado axle behind him. Decent launch potential at higher damage.
  • Up Aeriform: Points the Monado upwards and activates the beam.
  • Downward Aerial: Stabs downward with the Monado's beam. It is a Shooting star Smash at the second striking, when the beam comes out, with the beginning hit dealing very low knockback. This is useful as it traps the enemy for the Meteor, since it is the centre of the blow that meteors, with the sides of it dealing horizontal knockback.

Grabs and Throws

  • Pummel: Hits opponent with the brunt of the Monado.
  • Forward Throw: Slashes opponent with the Monado.
  • Dorsum Throw: Hurls opponent behind him and stabs them with the Monado.
  • Up Throw: Hurls the opponent into the air and stabs them with the Monado beam.
  • Down Throw: Slams opponent into the ground.

Special Moves

Shulk's Special Moves
SSBWU/3DS Ultimate
Standard Special Monado Arts
Side Special Back Slash
Upward Special Air Slash
Down Special Vision
Final Smash Chain Attack

Shulk'due south Custom Special Moves
Custom 1 Custom 2
Standard Special Decisive Monado Arts Hyper Monado Arts
Side Special Back Slash Leap Dorsum Slash Charge
Up Special Advancing Air Slash Mighty Air Slash
Downwardly Special Dash Vision Power Vision

Pct Table

This is a table showing the damage percents each of Shulk's attacks deal when on each different Monado Art.

Shulk's Damage Percentages
Attack No Art Leap Speed Shield Buster Smash
Jab 3%, iv%, 5% 3%, 4%, 5% 2%, 3%, 4% 2%, two%, iv% four%, 5%, viii% 1%, ii%, 3%
Forward Tilt 13% 13% 10% 8% 18% 6%
Down Tilt 9% 9% seven% vi% 12% v%
Up Tilt eight% eight% 6% 5% 11% iv%
Dash Assail xi% 11% eight% seven% 15% 5%
Forward Smash eighteen-25% 18-25% 14-20% 13-eighteen% 26-36% 9-12%
Upwards Smash 18-25% 18-25% 14-20% 12-17% 25-35% 9-12%
Down Smash 14-19% 14-19% eleven-15% 9-13% nineteen-27% seven-11%
Neutral Air seven%, 8% when sweet-spotted 7%, 8% when sweet-spotted five%, 6% when sweet-spotted iv%, five% when sweet-spotted 9, x% when sugariness-spotted three%, 4% when sugariness-spotted
Forrard Air seven%, 8% when sweetness-spotted vii%, viii% when sweet-spotted 6%, 7% when sweet-spotted 4%, 5% when sweet-spotted 10, 11% when sweetness-spotted 3%, four% when sweet-spotted
Upward Air 15% fifteen% 10% 8% 21% 7%
Back Air 12% 12% 9% 8% 16% 6%
Down Air sixteen% 16% 12% 11% 22% eight%
Pummel 3% each striking three% each hit 2% each striking 2% each hitting 4% each hit 1-2% each hit
Forward Throw 11% xi% 8% 7% 15% five%
Up Throw 7% vii% 6% 5% x% 4%
Dorsum Throw 12% 12% ix% 8% 16% 6%
Down Throw vii% seven% 5% 5% nine% 3%
Side Special 8-10% in front, 14-sixteen% from behind 8-10% in front, 14-16% from behind vii-viii% in front end, 12-thirteen% from behind 6-seven% in front, 9-11% from behind 12-14% in front, 17-nineteen% from backside 4-5% in front, 7-eight% from behind
Upwards Special 11% 11% 9% eight% 16% five%
Downward Special 10% regular, 13% dash 10% regular, thirteen% nuance 8% regular, 10% nuance 7% regular, 9% dash 14% regular, eighteen% dash 3% regular, six% dash
Final Smash xl% 40% 32% 28% 56% 20%

Taunts

  • Up: Holds out with his left arm one-half fashion from his body, saying "Now it's Shulk time!"
  • Side: Holds the Monado's hilt with his correct paw, while belongings his left hand out in front of him to go himself pumped up, saying "I'chiliad really feeling it!"
  • Down: Holds the Monado and activates its axle, maxim "This is the Monado's ability!"

Other features

To exist added

In competitive play

XenoRalph's Guide

Shulk is a character that is very hard to master. Betwixt mixing upwards Monado Arts and having to deal with laggy attacks, you lot might not go used to him the first time around. The key to being a competitive Shulk player is to be patient and strategize. Equally mentioned, Shulk has very laggy moves, then exercise not throw out smash attacks or Back Slashes randomly. Predict your opponent's moves, and employ the best move for the job. For example, instead of using a Frontwards Nail confronting a curl-heavy graphic symbol, use Downward Smash. Also, exercise not spam his counter, Vision. If you lot are unware, his Vision counter-window (amount of frames active) will decrease. In add-on to his counter, use the "Back-side" version instead by moving the Control Stick to the aforementioned direction as your opponent.

The Monado Arts are what sets Shulk different from your usual swordsman. You lot must know how these Arts work, how long each Art volition exist active, which Art to apply in various situations, and which Fine art you will cull as soon your current ane ends. It all depends on how you strategize and how well you lot know your opponent. If y'all are able to know when an Fine art gets activated, take advantage of the Monado Art Landing Lag Cancel (or MALLC) technique. If used properly, it will negate all landing lag of an aerial attack, and will permit you lot to follow up with an attack right afterwards. Executed similarly to the MALLC, Arts can be B-Reversed, allowing for insane mix-ups.

Trophies

Shulk
In Xenoblade Chronicles, this immature lad's colony is attacked by the Mechon, then he and his friends set off to take them down. In Smash Bros., his Monado Arts let him change his specialization during boxing. Y'all can choose to boost a stat—his bound or set on, for example—only other stats might drop as a result, then cull wisely.
  • Xenoblade Chronicles (four/2012)
Shulk (Alt.)
Shulk'south up special Air Slash is an upward slash done during a jump. Press the button once more quickly to launch opponents sideways. His side special Back Slash, on the other hand, is a downwards swing with a very broad range, though using it leaves Shulk broad open. Try hitting foes from behind with this!
  • Xenoblade Chronicles (4/2012)
Chain Attack
In Xenoblade Chronicles, edifice up the political party's team spirit would permit them unleash a chain assail, using multiple Arts in a row to bargain massive damage. In this game, Shulk'southward Final Smash calls political party members Dunban and Riki to help obliterate an unlucky target... or multiple targets if you catch more than one in the circle of calorie-free!

Costume Gallery

Shulk Palette (SSB4).png

Gallery

Reveal trailer

Super_Smash_Bros._for_3DS_Wii_U_Looks_like_we_don't_have_a_choice!

Gallery

Trivia

  • Depending on the position of the enemy, Shulk's Concluding Smash will exist different. Trapping them from the front will crusade him to call Dunban and trapping them from the back will cause him to call Riki.
  • If Shulk'due south Monado Arts fade away while he is within an egg, he volition take the powers of all 5 at once.[ane]
  • Shulk's alternate costumes are based on the color design of his friends from Xenoblade Chronicles. His terminal costume is based on his swimsuit armor or his looks when he is not wearing any armor at all.
  • Shulk'south reveal trailer is titled "Looks Similar We Don't Have A Option!" referencing a quote from Xenoblade Chronicles that is said past Shulk when the party engages a reddish level enemy.
    • This phrase was thought to exist a reference to when he, forth with the unabridged roster, was leaked. Similar to how Lucas's introduction timeline "Lucas Comes Out of Nowhere!" was mayhap both a pun on where he lives and how some players believed Lucas would not render for Super Blast Bros. for Wii U & 3DS.

External links

  • Shulk's folio on the official website

References

  1. [one]
XenobladeSymbol.svg Xenoblade Chronicles universe
Characters Shulk ( 3DS/Wii U  · Ultimate)
Pyra and Mythra (Ultimate)
Side Characters Assist Bays Riki
Mii Fighter Costumes Dunban  · Nia  · Rex
Background characters Nia and Dromarch  · Tora and Poppi α  · Mòrag and Brighid  · Zeke and Pandoria
Stage Hazards Metal Face
Final Smash Dunban  · Riki  · Fiora  · Rex
Stages Gaur Manifestly  · Cloud Bounding main of Alrest
Music List of Music (Xenoblade Chronicles series)
Collectibles Trophies 3DS Trophies  · Wii U Trophies
Spirits List of spirits (Xenoblade serial)

Best Shulk Player Smash Ultimate,

Source: https://supersmashbros.fandom.com/wiki/Shulk_(Super_Smash_Bros._for_Nintendo_3DS_and_Wii_U)

Posted by: edwardsuppong.blogspot.com

0 Response to "Best Shulk Player Smash Ultimate"

Post a Comment

Iklan Atas Artikel

Iklan Tengah Artikel 1

Iklan Tengah Artikel 2

Iklan Bawah Artikel