Shulk 101

Samus

Community Rating:
0 (Even)

Professional Rating:
+0.5 (Slight Advantage)

Neutral

  • Jump or Speed Art.
    • Mobility Arts will help to get through Samus’ zoning game. But Shulk may still be unsafe from Samus’ assault, who can either punish big or reset the situation until Shulk commits to something.
      • In Jump Art, if Shulk uses retreating Fair, Samus cannot Screw Attack OoS. FH height only is good to avoid projectiles.
      • Speed Art is the best Art to use. Since Samus' zoning is good, only Speed Art can disrupt it reliably. Walking while perfecting shielding the projectiles makes it easier.
    • Shield Art becomes less effective if a smart Samus retreats and zones out with projectiles and Zair until it times out. It is even worse if Samus has the lead.
    • Buster Art is best to combo her in Samus’ disadvantage state due to her being floaty and being a heavyweight. Shulk’s key aerial to hit the most is Bair. It is also good to push her shield, beating projectiles, and against fully charged Charge Shot. A sweetspot Bair can beat her Charge Shot.
  • Samus is a zoner and turtler (defensive strategy of avoiding opponents, using ranged attacks, and punishing bad approaches). With a variety of projectiles, she has a strong zoning game. Charge Shot is a powerful kill move and a punish option. Bomb and Grapple Beam can aid her recovery. She also have a good air game with high damaging combo game whenever she finds an opening (such as Dash Attack, Utilt, Dair, Dthrow, and Grapple Beam). But her moveset forces her to space defensively to her opponent out. Aside from Dtilt, her moves are less effective at point-blank range, meaning both opponents can trade attacks. Being floaty and having average mobility, Samus struggles at landing back.
    • A good Samus plays patiently, zoning out Shulk with a barrage of projectiles while attacking Shulk's whiff options. Shulk will struggle at approaching a lot and using his offense game, but walking and smart shield plays with perfect shielding is the key against projectile characters. It allows Shulk to react to the projectiles and Zairs better than rushing in.
      • Shulk must play grounded at midrange and let her commit first for mind game pressure, even if she has Charge Shot ready. The midrange point Shulk must be in is the tip of Samus’ Zair and Dash Attack. Shulk must play patiently and space his aerials.
      • To damage her, Shulk must attack earlier than Samus' attacks.
    • Her rolls are the worst, as Shulk can punish them if he predicts a roll with Fair, Nair, or even Back Slash.
    • If Shulk use Nair on her shield, he may spot dodge Samus’ tether grab OoS, allowing him to punish.
    • Spaced cross up aerials can help Shulk to avoid Samus’ punish and grabs. This is more effective in Jump Art.
  • Light characters can SH air dodge. In Samus' case, her opponent’s first instinct is to hold shield.
  • Aside from baiting shields and her slow Dash Grab, she has no mixups for grounded approach.
    • Shulk must respect and watch out for Samus’ Dash Attack as it is a great, deceiving move. But Shulk can Air Slash OoS. Forward Vision also works if she has a Dash Attack habit.
  • Samus’ SH Zair is a good tool to disrupt. Shulk must stay grounded, limit his jumps, and perfect shield just as when Samus reaches the peak of her SH. Vision also works unless Samus adapts.
  • At the beginning of the match, Samus will always charge her Charge Shot and particularly aim at Shulk’s jumping habits. Shulk can either shield or jump over her Charge Shot (unless Shulk uses sweetspot Buster Art Bair). But there are other ways to punish if Shulk rushes in until he reaches the midrange.
    • If Samus shields, Shulk can Dash Grab or play around her effective zone using movement.
    • If Samus tries to grab, Shulk can punish the whiff.
    • If Samus jumps away, Shulk can stand his ground and analyze what she is doing and see how he can punish it.
  • Normal Missiles and Super Missiles are good against Shulk’s approach. Shulk can swat the Missiles. If Shulk is close to her, and she fires a Missile, Shulk’s Bair can hit/kill her cooldown.
  • Morph Bomb setups:
    • Aerial Bomb → falling Uair → Bomb connects to opponent → any kill move (smash attack, Bair, etc).

Advantage

  • Juggling
    • Samus has poor landing options and is susceptible to combos. But she can drop a Bomb onto Shulk’s shield, then fire a full Charge Shot for a shield break. In general, Shulk must abuse her disadvantage state and gain stage control as much as possible to win the MU.
      • While Monado Purge does not work, Shulk’s Uthrow is great to start punishing one of Samus’ biggest weakness: landing.
      • Buster Art is highly recommended to juggle and rack up as much damage as possible. Utilt and frame trapping with Utilt is the best, but he can also use aerials, frame-trap Nair, grabs on landing, raw Air Slash, etc. His Bair and Utilt can stuff out her aerials and bombs.
      • Vision can be used to punish projectile frame traps. But Bombs can hit through Vision.
    • Monado Purge is not worth it, but it starts killing at 75%. It does not work at the 89-108% range. Samus actually should not DJ air dodge since the air dodge extends her hurtbox. She should just DJ instead since it “crunches up” her hurtbox.
  • Offstage
    • Shulk can edgeguard, but it can be difficult due to her being floaty and versatile in the air. Ledge Air Slash is the best edgeguarding tool against her.
      • In Jump Art, he can attack her if she uses Bombs for recovery and mixups. But it can be difficult to challenge her low recovery due to her tether and Screw Attack.
      • Samus can air dodge → tether, which is why Shulk may struggle at gimping her. Since she is a tether character, Shulk facing her while dropping down next to the ledge with Nair can stage spike.
  • Ledge
    • Samus’ ledge options are generally subpar. Shulk must maintain strong stage control as much as possible. He can use Buster Art for more damage or kill early with Smash Art. He should especially focus on punishing Samus’ ledge attack and roll.
      • But Shulk’s best answer is Buster Art Bair.
      • Smash Art Dthrow kills after ~ 140%.
    • Shulk should also shield at the ledge in case she jumps up with her ledge drop → Zair/Fair, then he can try to punish those options, if possible. Against her ledge drop  Fair, Shulk’s Bair can hit/kill her.
    • Buster Art Usmash can also work against ledge getup. On her shield, the knockback can push off her the ledge.

Disadvantage

  • Juggling
    • Samus’ aerials and projectiles can cover where Shulk lands. Since Samus has a good air game, Shulk should land as far away as possible with Jump Art's fall speed, retreating aerials, or MALLC.
    • Samus’ has a couple of good OoS options. Shulk must always space himself with retreating aerials.
      • Screw Attack OoS is an amazing move, so Shulk cannot Nair approach on her shield. But if she whiffs, Shulk can go for a hard punish.
      • Her Usmash is a really good OoS option, especially against tall characters.
      • She has Jabs OoS, though her multi-hit moves tend to whiff. But Shulk cannot Air Slash OoS against her Jabs.
    • Charge Shot potential setups: Fthrow → Fair → Full Charge Shot kill.
    • Against Dthrow → Fair, Shulk should continue to DI away for less damage.
    • Samus’ can Dash Attack → Uairs → optional Screw Attack finisher. If hit by Uair, Shulk must SDI down the Uair.
    • Samus' Shinespark kill with max Rage and first hitbox of Dash Attack’s earliest hit. If hit, Shulk must SDI down and in:
      • T&C
        • ~13-19
        • 0-19 (Smash Art)
      • FD/SV/DL64 (Same ceiling height)
        • ~13-19
        • 0-19 (Smash Art)
      • BF
        • Launches, but does not kill
        • 0-19 (Smash Art)
  • Offstage
    • Homing Missiles and Charge Shot at the tip of Air Slash is a devastating frame trap setup. Shulk must mix up his recovery options with Jump Art DJ air dodge and snapping to the ledge with Air Slash.
  • Ledge
    • Shulk must be careful when choosing a ledge option and being over 114%. Samus is good at ledge trapping with Usmash, tether grab, and Screw Attack. When Samus faces away, she will use these punish options:
      • Ledge getup or attack? Usmash.
      • Ledge roll? grab.
      • Ledge jump? Usmash or Screw Attack.
    • Samus’ Bair is a strong kill move, so Shulk can to watch out for that.
    • Morph Bomb is strong in terms of damage and shield damage. If Samus ends up breaking Shulk’s shield, Shulk must make sure he lands in the center while mashing buttons to avoid Samus’ stylish Bomb → Dair spike kill.

Other Notes

  • Notable characters against Samus: Fox, Pikachu, Meta Knight, Bayonetta, Diddy Kong, Sheik, Mewtwo, Cloud, Rosalina, Olimar, Zero Suit Samus, Mega Man, Duck Hunt, Palutena, Greninja, Villager, Sonic, Marth/Lucina, and Pit/Dark Pit.
  • Vision Sliding is effective against projectile characters.
  • Notable good attributes
    • Can wall jump.
  • Notable bad attributes:
    • Ledge Attack: 25-27 (Intangible: 1-22); FAF 56 [54th-58th]
    • Ledge Hanging Hurtbox Vulnerability: High Tier
    • Ledge Roll: Intangible 1-24; FAF 50 [53rd-54th]
    • Rolls: Intangible 4-23; FAF 40 [59th]
 
Author: TrueSapphire (Notes from author: Due to Ultimate replacing Smash 4, this MU guide is not in-depth, and some tips may become outdated and/or inaccurate. As such, this guide should serve as a general guidance of the MU.)
Sources: Shulk Discord (including HopefulHero, GetShulked, Virum, Coyors, and Rathilal), IcyMist, Afro Smash, ThePyreeze’s Shinespark notes, Smash Wiki, and public information of the Samus community.

Samus (108)-

  • Against Uair, SDI down.
  • Down Throw (C)
    • DI away at low percents, to avoid Uair. As percent increases, start to mix up DI between away and in, as in ruins fair but can be uair'd.
  • Up Throw (C)
    • This isn't used all that often, stick to DI up and you should be fine.
  • Forward Throw (K)
    • Kills at about 180% from the edge of the stage.
  • Back Throw (K)
    • Kills at about 190% from the edge of the stage.
  • Up Throw (K)
    • Kills at 250% (I know, but better than forward/back throw if you can never get a grab near the edge of the stage)


Information from this guide on Smashboards

Note: No bad stages for Samus, as she is more MU dependent and the player’s playstyle. Platforms make it easier for Samus to land, extend her Uair combos, shield break with Screw Attack, and pressure landings (tech chase, resets, pratfalls, Bomb movement, and Charge Shot). Low ceilings help her vertical kill moves (Uair, Usmash, Screw Attack OoS, etc), but she can also die early due to her floatiness.
 
Preferred Starters: 1) SV, 2) T&C, 3) FD (if Shulk’s perfect shielding game is good)
Counterpicks: 1) SV, 2) T&C, 3) FD (if Shulk’s perfect shielding game is good)
Ban/Strike: 1) LC, 2) BF/DL64

Samus' Best Stages:

  • Lylat Cruise
    • Samus' best stage.
      • Samus can 0 to death with Dash Attack → Uair → FF on a platform → Uair → DJ Uair → Screw Attack.
      • Platforms help her to mix up her landings.
      • Safe Uair pressure in the neutral because of the platform layout.
      • Zoning game is rather mixed, but it still favors Samus. Samus can still cover a huge area with repeated projectiles, so the tilt may not bother her that match.
    • At the ledge, Samus’ ledge drop → Fair may not AC.
    • Platforms cancel Zair.
    • She cannot wall jump to edgeguard or recover.
  • Dream Land 64
    • One of Samus’ best stages.
      • Platforms help Samus’ Uair combos, which may even lead to death at 0%. She can also mix up her landings and charge her Charge Shot. While standing on a platform, her vertical kills moves will kill early.
      • Can platform pressure with Utilt and Usmash.
      • She can safely use Screw Attack to mix up her landing (either the platform or dropping through).
      • The small stage makes it easier for Samus to escape to the ledge.
      • Can wall jump, and she does not get pinappled that easily because her Screw Attack will still recover just fine.
        • The only way she can get pineappled if she uses her tether recovery and reels in too inward.
      • The side blastzone is good for Samus’ horizontal moves.
      • Ledge drop → Fair will make her AC to the platforms.
    • However, platforms hurt Samus’ zoning game by a bit. If Shulk takes advantages of by juggling her landings, then he can use vertical kill moves to kill early.
      • By forcing her opponent to land on a platform with projectiles, she can continue zoning with Zair or Utilts.
      • But a smart Samus player may want her opponent to land on a platform. Her Charge Shot and Bomb will deal a lot of shield damage.
  • Battlefield
    • One of Samus’ best stages.
      • Platforms help Samus’ Uair combos, which may even lead to death at 0%. She can also mix up her landings and charge her Charge Shot. While standing on a platform, her vertical kills moves will kill early.
      • Can platform pressure with Utilt and Usmash.
      • She can safely use Screw Attack to mix up her landing (either the platform or dropping through).
      • Can shark underneath the ledge with Uair.
      • The small stage makes it easier for Samus to escape to the ledge.
      • Ledge drop → Fair will make her AC to the platforms.
    • However, platforms hurt Samus’ zoning game by a bit. If Shulk takes advantages of by juggling her landings, then he can use vertical kill moves to kill early.
      • By forcing her opponent to land on a platform with projectiles, she can continue zoning with Zair or Utilts.
      • But a smart Samus player may want her opponent to land on a platform. Her Charge Shot and Bomb will deal a lot of shield damage.

Samus' "Worst" Stages:

  • Town & City
    • As it has the lowest ceiling, Samus’ Screw Attack OoS and ceiling combos will kill the earliest.
    • The platforms are great for Samus’ high jump, sharking, Bomb sliding, and movement. She can safely use Screw Attack to mix up her landing (either the platform or dropping through).
    • The stages transform into Final Destination, boosting her zoning game greatly. However, she will struggle at landing.
  • Final Destination
    • Samus can zone out easily to force her opponent to approach.
      • Despite popular belief that projectile characters like to play on this stage, their opponents can perfect shield more easily than other stages.
    • If Samus can deal with Shulk’s landing and approach options, then Shulk will struggle on this stage. But if Shulk keeps punishing her landings, then Shulk can tolerate on this stage.
      • Samus will also struggle landing back when holding onto the ledge.
    • Without platforms, Samus does not die early to the ceiling.
    • Samus can still Uair → Uair → Screw Attack kill.
  • Smashville
    • A neutral stage for Samus.
    • She can camp on the moving platform for her Charge Shot.
    • She can shark under the platform with Utilt, Uair, and Usmash (depending on the direction of the platform). But without another platform, she will not get an early ceiling kill.
    • The small stages allows Samus to escape better from the ledge.

Other Stages:

  • Omegas
    • Palutena’s Temple
    • Wily Castle
    • Suzaku Castle
    • Midgar
  • Duck Hunt
    • Samus can zone out easily to force her opponent to approach, but the ducks may get in the way. She can still tech chase, frame trap, and catch people on the tree.
      • Despite popular belief that projectile characters like to play on this stage, their opponents can perfect shield more easily than other stages.
    • If Samus can deal with Shulk’s landing and approach options, then Shulk will struggle on this stage. But if Shulk keeps punishing her landings, then Shulk can tolerate on this stage. Both characters, however, can use the tree and bush to land.
      • Samus will also struggle landing back when holding onto the ledge.
    • Shulk’s camping with Jump Art improves his landing and approach options.
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VideoPlayer 1Player 2P1 CharactersP2 CharactersStagesDate
AlebbSr. FailGame 1: Shulk
Game 2: Shulk
Game 3: Shulk
Game 1: Samus
Game 2: Samus
Game 3: Samus
Game 1: Town and City
Game 2: Lylat Cruise
Game 3: Town and City
2017-09-02

Last updated by TrueSapphire on November 24th, 2018 at 09:30 PM

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