Shulk 101

Mii Swordfighter

Community Rating:
+0.5 (Slight Advantage)

Professional Rating:
+0.7 (Slight Advantage)
Note: Due to lack of competitive plays on the Miis, the guide will be concise and mostly focus on default (1111) moves. A Quick Guide section is not needed.
MS: Mii Swordfighter


  • NB Gale Strike (think like Link’s Gale Boomerang, but a toned-down Ore Club): Small tornado forward that speeds up and hit multiple times. Can also nullify physical-based projectile camping.
    • NC1 Shuriken of Light (think like Greninja’s Water Shuriken): Small, translucent yellow shuriken in a line. Stronger damage and a flinch effect from a distance, but less damage and no flinch effect at close range. Gains super armor when flashing to avoid deadly attacks.
    • NC2 Blurring Blade (think like Marth and Lucina’s Shield Breaker and Dancing Blade): Charging before a series of stabs, knocking the opponent with a final lunge.
  • SideB Airborne Assault (think like Sonic’s Spin Dash at the start): Charges up, then somersaults forward with the blade before bouncing back (like Sheik’s Bouncing Fish). Can also be an extreme horizontal distance recovery, but puts MS in a helpless state if missed. At max charge, it covers all of Final Destination
    • SC1 Slash Launcher (think like Ike’s Close Combat): Charging before lunging forward to strike any enemies MS collides with.
    • SC2 Chakram (think like Mega Man’s Metal Blade): Can be thrown in two ways, either slowly moving forward a short distance and deal multiple hits before disappearing or fly fast and hitting any opponent once while passing right through them before disappearing at a good distance.
  • UpB Stone Scabbard (think like Kirby’s Final Cutter): Slash up, then stab down with a sacrificial spike. Stops only it hits the ground during the stabbing motion. Can be used against anyone underneath the platform MS lands on. Intangible during the initial frames of the attack.
    • UC2 Skyward Slash Dash (think like Wolf’s Fire Wolf and Fox’s Twisting Fox): A series of strikes above their head while rising into the air. The last hit deals more knockback than the rest. Can be directed to head in any direction.
    • UC2 Hero’s Spin (think like Link’s Spin Attack): Spins and slashes their sword around themselves. In the air, MS can recover upwards, but remain stationary otherwise.
  • DownB Blade Counter (think like Little Mafc’s Slip Counter): 1.25x damage.
    • DC1 Reversal Slash (think like Mario’s Cape): A single rainbow colored slash that flip opponents around and refelct projectiles. In the air, MS gets a small boost of height.
    • DC1 Power Thrust (think like Captain Falcon’s Falcon Kick, but quicker): Lunges forward with the blade extended. The airborne variant launches MS downward at an angle. The tip deals more damage.


  • Jump, Speed, or Buster Art
    • Mobility Arts are great to pressure.
    • Shield Art to reduce MS’s killing potential.
  • MS needs patience and a bait & punish playstyle to force the opponent to make a mistake. MS gets most of its damage from grab combos and Utilt combos.
    • MS does have limited OoS options, so MS has to play at a safe distance. MS will have to force their opponent to the corner.
    • MS can use Extended Dash Dancing and PP to get grabs, which is important for MS.
  • MS has slow movement, unsafe aerials, and a very poor approach. Shulk should be able to outrange MS.
    • But MS can use Fair to stop approaches (more effective against tall characters), and if MS manages to get into Shulk’s zone, he can threaten Shulk with quicker aerials or shielding.
    • Bair is more used defensively and retreating.
  • Shulk’s Jab is faster than MS’s Jab, but MS has a fast grab.
  • MS lacks easy kill setups and low kill power. MS's Fsmash, Uair, Bair, and Fair are not reliable or super safe to throw.
    • MS’s Uair grounded at spawn ledge of Final Destination: ~75% to +120%.
    • MS’s Fsmash at spawn ledge of Final Destination: +96%.
    • MS’s Dsmash 2nd hit behind at spawn ledge of Final Destination: +120%.
    • MS’s Bair at spawn ledge of Final Destination: +122%.
    • MS’s Usmash at spawn ledge of Final Destination: +135%.
    • MS’s Ftilt at spawn ledge of Final Destination: +140%.


  • Juggling
    • MS lacks escape options as MS struggles against rushdown and combo heavy characters.
      • Can try to land with Dair, but Shulk’s disjoints outrange it.
    • Monado Purge total range on Default 1111: 90-146% (Shulk’s Rage at 0%).
      • However, 2nd Progression (JABD) does not work if MS DI away and jumps away. Purge should note be attempted at 146-157%.
  • Offstage
    • MS’s Airborne Assault is risky against Shulk’s edgeguard, so MS is force to rely on Stone Scabbard recovery. Still, Shulk should edgeguard deep to gimp MS, but Shulk must watch out for the Stone Scabbard spike if MS recovers at the right spot near the ledge.
    • Airborne Assault can be an SD if MS’s back is facing the ledge.
  • Ledge
    • MS has the best ledge attack in the game, but has one of the worst ledge getups in the game.


  • Juggling
    • MS's biggest strength is their juggling game with solid disjointed range. Uair and Utilt keep Shulk in the air to get 50-60% in a matter of seconds (similar to Cloud).
      • MS's damage racking and combos are solid.
        • Dthrow  Fair at low-mid %, and Dthrow  Uair kill at around 90%.
        • At low %, Utilt can combo.
        • Dtilt leads to grabs.
        • MS has surprising amount of strings (Fair → Dtilt, Jab, grab, or Hero's Spin). Their jab also cancels into grab and other options.
      • Uair and Usmash are strong kill moves and anti-air moves (except against disjoints larger than MS’s blade).
    • MS’s Fsmash has an exaggerated swing that can dodge Shulk’s aerials.
    • MS can catch landings with Dash Attack.
  • Offstage
    • MS has a lot of tools to edgeguard. Not powerful, but versatile. Fair and Bair can kill, and Gale Strike can be used.
  • Ledge
    • Shulk should avoid drop down DJ aerial because MS’s Bair and Dsmash are fast kill moves. Dsmash also covers ledge getup and roll.

Other Notes

  • Notable good attributes:
    • Ledge Attack: 20-22 (Intangible: 1-17); FAF 51 [1st]
  • Notable bad attributes:
    • Ledge Getup: Intangible 1-43; FAF 45 [55th-58th]
    • Ledge Hanging Hurtbox Vulnerability: Low Tier
Author: TrueSapphire
Sources: DigitalAtom6’s competitive guide, Wag Productions’ YT competitive guide, and public information of MS’s community.

Mii Swordfighter (100)-

  • Against Uair, DI down and away.
  • Against Ftilt, Fsmash and Bair, DI in and up.
  • Against Dsmash and Usmash, DI in and down.
    • For Usmash, Shulk can DI and jump out the last hit if the first hits were at the tip.
  • Down Throw (C)
    • DI up & in at low percent as a mix up. Otherwise, just DI up and away. And don't let this happen to you.
  • Back Throw (K)
    • Kills at about 160% from the edge of the stage.
    • Kills at about 245% from the middle of the stage.

Information from this guide on Smashboards

Note: MS likes platform stages to juggle and pressure the opponents, and low ceilings. A Shulk player can play a stage they are comfortable with.
Preferred Starters: 1) FD, 2) SV, 3) LC
Counterpicks: Same as above
Ban/Strike: 1) BF/DL64, 2) T&C

Swordfighter's Best Stages:

  • Battlefield
    • One of MS’s best stages.
      • Can easily juggle and pressure with Uairs.
      • At mid to high % on a platform, MS can Dthrow → Uair.
  • Town & City
    • One of MS’s best stages.
      • Can easily juggle and pressure with Uairs.
      • Early kills all around. At mid to high % on a platform, MS can Dthrow → Uair.
    • Transitions into Final Destination, weakening MS’s ground game.
  • Dream Land 64
    • One of MS’s best stages.
      • Can easily juggle and pressure with Uairs.
      • At mid to high % on a platform, MS can Dthrow → Uair.
    • The wind can mess up MS’s game.
    • MS is at risk of being pineappled if MS recovers too inwards below stage.

Swordfighter's Worst Stages:

  • Lylat Cruise
    • Tilts can mess up Chakrams and recovery from very low offstage, but not much as long as MS pays attention.
  • Smashville
    • Neutral stage for MS.
    • The moving platform grants an additional landing option and early horizontal kills.
      • But once the moving platform is at either edge, the stage is like Final Destination, weakening MS’s ground game.
  • Final Destination
    • MS’s worst stage.
      • Without platforms, MS’s ground game is weak for the opponent to take advantage of that weakness.

Other Stages:

  • Omegas
    • Palutena’s Temple
    • Wily Castle
    • Suzaku Castle
    • Midgar
  • Duck Hunt
    • The stage has platforms for MS’s platform game.
      • Can use the dog to land with Utilts or Uairs.
    • The wide blastzones hurts more to MS than help.
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Last updated by TrueSapphire on July 29th, 2018 at 05:57 PM