Shulk 101

Cloud

Community Rating:
-0.5 (Slight Disadvantage)

Professional Rating:
-0.3 (Slight Disadvantage)

Neutral

They will make you approach with Limit Charge

  • They can cancel it into anything, unlike other charge moves, so rushing in usually doesn't work.
  • Quickly getting to midrange and baiting a reaction from there is a good idea (with empty hops, spaced dtilts, etc.)
  • Try to be observant of their most common habit when approached while charging.
  • If they keep charging, walk and hit them with the tip of dtilt.
  • Utilt outranges Cloud's dair, but dair has faster startup. This can make grounded play very powerful vs Cloud if he is 

When Limit Break is charged:

  • If you're above 30%, using Shield art until you get them offstage to make them waste their Limit with up special is a good idea
  • They can try timing it out but you can catch them with a read when they need to get past you
  • Avoid using Smash Art in neutral (even when at a significant % advantage) because Limit cheese. Be wary of even using it when Cloud is offstage.
  • Full hop Fair is good in the neutral if they jump without RAR (RAR makes them able to hit you with a fast Bair)

 

Advantage

Cloud's incredibly safe and disjointing dair makes him harder to juggle than many other characters, but it is not impossible when you again remember that Shulk's utilt outranges dair. If Cloud is above you without his double jump, his best options will be airdodging or dair.

Edgeguard him!

  • Up Special is their only fast aerial option if they're facing towards you since Nair starts behind them, so they will often resort to airdodge if you follow them properly offstage. Bait and punish this option.
  • Edgeguard them deep but stay out of their up special's range (they can suicide kill you with it). Stay out of Fair's range too when edgeguarding and waiting for the airdodge.

If they up special to the ledge, your options to hit them from the stage are:

  • Fat fall fair, dair, nair, dtilt
  • Going offstage with a RAR and fair towards the ledge
  • Fsmash angled down, and Dsmash can work, but are high commitment. Best used only if they mistime their up special and go too high.

Disadvantage

Getting juggled:

  • Don't challenge or airdodge through Cloud's Uair. They will frame trap you
    • MALLC airdodge is the best answer to uair juggles
    • Otherwise, jump/DI away when you can and go for the ledge or use mobility Arts to DJ to the other side of the stage. Basically, escape horizontally

If you need to tech the ground:

  • Tech rolling away is generally better at mid-high% to avoid the kill (Fsmash kills super early if you tech in place after a Nair)
  • You still need to mix it up, especially at lower and higher% because their Dash Attack beats rolling away and can kill
  • Limit cross slash and blade beam can be used to tech chase any option so try to be unpredictable (and watch their movement)
  • Also, NOT teching the ground can be punished with Finishing Touch or Limit Cross Slash. Bad idea. Please tech.

Other Notes

  • Don't try to punish these moves on shield (they're safe):
    • Fair, Bair, Nair, fastfall Uair
  • Autocancelled Dair can be shieldgrabbed only if you shield it early enough before they land. Keep your shield up otherwise. If they catch on and grab after the autocancelled dair, start mixing it up with backrolls.
  • Limit Cross Slash (side special) is unpunishable, even on whiff
  • Do not get hit by fastfall Uair or autocancelled Dair- they combo into very nasty stuff
  • If you have enough time, Utilt them from underneath
  • If not, either run/roll away (Speed PP may work too) or shield (even if you can't punish) whenever they're landing on you.
  • Shulk cannot counter his high Climbhazard (falling 2nd hit): Cloud can always grab the ledge before getting hit

 

 

 

Vanilla Full Hop Buffered Nair hits while Standing? No.

 

Vanilla Full Hop Buffered Fair hits while Standing? Yes.

Vanilla Full Hop Buffered Dair hits while Standing? Yes.

Jump SH/Speed FH Buffered Fair hits while Standing? Yes.

Jump SH/Speed FH Buffered Nair hits while Standing? Yes.

 

Vanilla Full Hop Buffered Nair hits while Crouching? No.
Vanilla Full Hop Buffered Fair hits while Crouching? No.
Vanilla Full Hop Buffered Dair hits while Crouching? No.
Jump SH/Speed FH Buffered Nair hits while Crouching? No.
Jump SH/Speed FH Buffered Fair hits while Crouching? No.

 

Cloud (100)-

  • Down Throw (C)
    • Common follow ups include turn around jab, side b, and f tilt at low percent (none are true on Shulk except if he's in jump or shield art). Shulk can almost always DI behind Cloud and double jump away to avoid such follow-ups. At higher %, DI towards Cloud to avoid being put off-stage (give yourself some options)
  • Up Throw (K)
    • Kills at about 200% (DI forward)

 



Information from this guide on Smashboards

Best Stages:

  • Battlefield
  • Dream Land 64
  • Town and City
  • Duck Hunt (camping)

 

Hide tableSee full table

Hide tableSee full table

Hide tableSee full table

Hide tableSee full table

Hide tableSee full table

Hide tableSee full table

Hide tableSee full table

VideoPlayer 1Player 2P1 CharactersP2 CharactersStagesDate
TweekKomeGame 1: Cloud
Game 2: Cloud
Game 3: Cloud
Game 1: Shulk
Game 2: Shulk
Game 3: Shulk
Game 1: Smashville
Game 2: Final Destination
Game 3: Dream Land
2017-03-25
SoulArtsIppoGame 1: Shulk
Game 2: Shulk
Game 3: Shulk
Game 1: Cloud
Game 2: Cloud
Game 3: Cloud
Game 1: Smashville
Game 2: Smashville
Game 3: Smashville
2017-05-05
CrossAlebbGame 1: Cloud
Game 2: Bowser
Game 1: Shulk
Game 2: Cloud
Game 1: Smashville
Game 2: Smashville
2017-08-26
ZflyNickoGame 1: Cloud
Game 2: Little Mac
Game 1: Shulk
Game 2: King Dedede
Game 1: Smashville
Game 2: Smashville
2016-09-24
NickoKomorikiriGame 1: Shulk
Game 2: Shulk
Game 3: Shulk
Game 1: Sonic
Game 2: Cloud
Game 3: Cloud
Game 1: Smashville
Game 2: Town and City
Game 3: Battlefield
2017-03-01