Shulk 101

Samus

Community Rating:
0 (Even)

Professional Rating:
+0.5 (Slight Advantage)

Neutral

  • In the neutral, Samus is not a projectile/zoner but rather a foosty/spacer. Samus will outspace you with Zair and outspeed you with Fair.
  • Samus gets used to safe Zairs, but a vision which does outrange it can remove that safety and make her throw it out less. However, if we keep using vision we will get punished. Otherwise, Samus likes to stick back and charge Charge Shot. In the neutral, Samus is waiting for you to jump so she can pound you with a charge shot, especially in Monado Jump.
  • Well spaced Retreating/Cross-up Bairs and possible Fairs can get out of reach of a shield grab, and a MALLC aerial can outspeed it.

Advantage

  • When Samus is off-stage, her recovery is not easy to gimp, because of the fact she can tether out of air dodge at any time and that her down B mixes up her timing. It is best to wait on stage for Samus than go offstage. However, when Samus is on the edge, she's not in a huge disadvantage because she has a great edge game. In fact, the down B can be used to give her back ledge invulnerability. Still, with our disjoint, a hitbox in the right place at the right time can mean her doom. And we can gimp recovery if we have a good read.

Disadvantage

  • If Samus links Fair after Dthrow, continue to DI away to take the least damage.
  • If you need to approach, be smart about it. An unspaced nair can kill you from Samus's Up B OOS. 
  • If Samus has charge shot fully charged, play a lot more on the ground.
  • If Samus is sending missles at you, they can easily be eaten out by our aerials. Because of this, good Samuses tend to avoid the side B unless for offstage stuff.

Other Notes

SMASH ART KILL-THROW % (with optimal DI)

Smashville ledge (punishing neutral-getup)

0% Rage

- D-Throw   141%

- B-Throw   125%

 

50% Rage

- D-Throw   133%

- B-Throw   120%

 

100% Rage

- D-Throw   113%

- B-Throw   102%

 

150% Rage

- D-Throw  95%

- B-Throw  85%

 

Other Stages at 0% Rage (Samus)

Town & City

- B-Throw   123%

 

Duck Hunt

- B-Throw   131%

 

Final Destination

- B-Throw   129%

 

Dreamland

- B-Throw  â†’  147%

 

Miiverse

- B-Throw  â†’  148%

 

Battlefield

- B-Throw   148%

 

Lylatt Cruise

- B-Throw   124%

 

Umbra Clock Tower

- B-Throw   146%

 

 

Vanilla Full Hop Buffered Nair hits while Standing? Yes.

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

 

Samus (108)-

  • 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

Best Stages:

  • Battlefield
  • Town and City
  • Dream Land 64

Worst Stages:

  • Smashville
  • Final Destination
  • Lylat Cruise
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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