Shulk 101
Grabs & Throws
Standing Grab

Frames Active Total Frames
7 - 8 29
Grab Frame Succession Earliest Input Buffered
7 Pummel: 8 - 9 Throw: 9
8 Pummel: 9 - 10 Throw: 10



Dash Grab

Frames Active Total Frames
9 - 10 36
Grab Frame Succession Earliest Input Buffered
9 Pummel: 10 - 11 Throw: 11
10 Pummel: 11 - 12 Throw: 12



Pivot Grab

Frames Active Total Frames
10 - 11 34
Grab Frame Succession Earliest Input Buffered
10 Pummel: 11 - 12 Throw: 12
11 Pummel: 12 - 13 Throw: 13
  • Somewhat slow and short grab range, but has the longest grab range out of all swordsman (excluding tether grabs).
  • 5/5: Speed/Buster
  • 4/5: Jump
  • 3.5/5: Vanilla
  • 3/5: Shield/Smash
Competitive Applications
  • The counter move against shields.
    • Tougher opponents will know to shield Shulk’s slow moves. Grabbing in this game is the answer against shields.
    • Speed Art becomes better, especially his increased mobility, Pivot Grabs and Sliding Grabs [Clip 1]
    • Buster Art’s plan is to rack up damage.
    • Jump Art’s tomahawks, with its increased fall speed and Monado Purge, becomes better [Clip 1]
  • None for now.
Grab-Break Data (WIP)
Break / Release Type Shulk's Position Lag Total Frames Frame Advantage
Grab / Ground Released Universal 29 29 0
Victim Air Released Advantage 39 +10
Shulk Air Released Disadantage 39 –10



Pummel and Throws (WIP)

Name Move Grab / Hitbox Frames IASA Total Frames WD? Base Damage Angle Base Knockback Knockback Growth
Grasp Hilt Bash Pummel 5 27   3% 361° W: 30 100
Hold Swing Forward Throw   N/A
Hit 1 15 37 No 3% 361° W: 50 100
Hit 2 16   8% 45° 60 70
Back Breaker Back Throw
Hit 1 18 - 19 44 No 3% 361° W: 50 100
Hit 2 20   9% 135° 70 63
Underhand Spear Up Throw
Hit 1 20 - 21 47 No 3% 361° 30 120
Hit 2 22   4% 88° 60 80
Earth Pierce Down Throw
Hit 1 23 - 24 43 No 3% 361° 0 100
Hit 2 25   4% 50° 75 115
  • Slow pummel.
  • Pummel goes by IASA which stands for, "Interruptible As Soon As". All this means is that you can only interrupt a pummel with either another pummel or a throw. Much like how Shulk can only interrupt his Jab 1 with Jab 2.
  • Weight Dependent?, or "WD?" for short is the property to a throw that can affect the startup, launch frame, & endlag to it. However, all of Shulk's throws are not weight-dependent so his frame data to his throws are constant & the same for every character tossed around.



  • 3/5: Buster
  • 2.5/5: Smash
  • 2/5: Vanilla/Jump
  • 1.5/5: Speed
  • 1/5: Shield
Competitive Applications
  • Great damage output in Buster Art (4% per hit).
    • At high level play, one or two hits at high % should be enough before a throw. Even if Smash Art deals less damage, 1.5% per hit can make a difference before using a throw that ends up killing.
    • Against Bowser Jr., pummels (and throws) deal a tiny amount of extra damage.


  • Second damaging throw.
  • Third kill throw in Smash Art, but unrealistic (except Smashville’s platform at the edge).
  • Overall, it is outclassed by his other throws, but not a bad throw.
  • 4/5: Buster
  • 3.5/5: Smash
  • 3/5: Vanilla/Jump/Speed
  • 2/5: Shield
Competitive Applications
  • Great damage in Buster Art.
    • A good move to avoid staling other throws (especially Bthrow).
    • Alternate between this throw and Bthrow in terms of maximizing damage.
  • Stage-controlling throw due to its low KB angle.
    • At the ledge, Jump Art sets up an edgeguarding situation.
    • Shield Art is more used to get the opponent off of Shulk in order to take center stage.
  • Can follow it up by Shulk’s other attacks if the opponent does not pay attention. More usable in Speed Art.
    • Ex: Fthrow → Dtilt/Dash Attack at very low % on some characters.
  • Can combo on heavy characters with Dtilt or Jab at very low %.


  • Most damaging throw.
  • Second kill throw in Smash Art.
  • 4.5/5: Buster
  • 4/5: Speed
  • 3.5/5: Vanilla/Jump/Smash
  • 2.5/5: Shield
Competitive Applications
  • Best used for damage in Buster Art.
    • Alternate between this throw and Fthrow in terms of maximizing damage.
  • Stage-controlling throw.
    • At the ledge, Jump Art sets up an edgeguarding situation.
    • Good for setting up aerials or boost pivot options in Speed Art.
    • Buster Art Bthrow → MABD Dair [Clip 1]
  • Kill move in Smash Art, but only at the ledge.
    • Great to use against ledge getup.
    • A pivot grab can be of some use [Clip 1]
  • Bthrow → Back Slash if the opponent does not tech (or if Shulk reads the tech and times his Back Slash), but the opponent can easily jump away.
    • More effective to Villager's Bair since Villager attacks back instead of escaping. The slingshot might not connect.
  • If the opponent has +100%, the spinning animation can happen (~25% chance). If they do not tech, a Back Slash kill is possible. Speed Art is recommended.


  • Third/Fourth damaging throw.
  • Not a kill throw in competitive stages, even in Smash Art. More realistically to kill in stages very close to the upper blast zone and in Sudden Death (300%).
  • 5/5: Jump
  • 3.5/5: Buster
  • 3/5: Vanilla/Speed
  • 2/5: Shield/Smash
Competitive Applications
  • Monado Purge in Jump Art (50/50 Uthrow → Uair kill)
    • Other Monado Purge hit/finisher:
      • Aerials and potential strings.
      • Aerial Back Slash.
      • Air Slash. More effective against fast fallers. By using this combo finisher a couple of times, Shulk can rack up more damage this way [Clip 1]
  • Gauge the opponent’s habit after being Uhrown. Can set it up with more punish options:
    • Air dodge landing lag?
      • At low-mid %, Shulk can Jab/tilts/smash attacks. Buster Art extends the range of low-high % and deals more damage (especially since all of Shulk’s throws have two hits). Speed Art also helps to chase with Utilts or Nairs, especially at early %.
        • Ex: Buster Art Uthrow → *two Utilts → opponent suffers air dodge landing lag → Jab/tilts/smash attacks.
          • *Note that the opponent can DJ away the Utilt.
      • Without being underneath a platform, Shulk can be punished if the opponent is:
        • Heavy enough to not suffer as much hitstun.
        • Has a very fast frame move to strike back.
    • DJ away?
      • Forcing a DJ can be the opponent’s worst option. Shulk can juggle or force them offstage with SH Nair, Utilt, aerials, etc. Speed Art enhances its juggling by following the opponent with its increased walking speed.
    • Can send it up to a platform, then follow it up with Utilt. The opponent can shield it or tech.
  • In Doubles, Shulk’s teammate can combo or kill the opponent.
  • Jump Art Uthrow → buffered Fair against air dodge → FF Uair1 → angled up Fsmash kill. [Twitter]
    • Jump Art Uthrow → Air Slash kill combo at the ledge (~90-110%). Only works if opponent does not DI. Delaying the second Air Slash can hit after the opponent air dodges.
  • Smash Art Uthrow → Utilt/Air Slash since Smash Art cause the opponent’s tumbling state to occur much sooner. Only works against fast fallers and at low %.
  • Buster Art Uthrow → MABD Back Slash.
  • In Shield Art, this is its only throw Shulk can follow-up with.
  • Despite the very poor range of Uthrow's hit 1, it is the only first hit from all of Shulks throws that can be a surprising launcher that might even kill in Smash Art. The huge amount of hitlag from Hit 1 also makes it a constant hitbox against fighters in Free For Alls or Team Battle!


  • Third/Fourth damaging throw.
  • Shulk’s best kill throw in Smash Art.
  • 5/5: Buster
  • 4.5/5: Smash
  • 3.5/5: Jump/Speed
  • 2.5/5: Vanilla/Shield
Competitive Applications
  • Combo follow ups at low %, either in Speed or Buster Art.
    • True combos (with no Rage):
      • Speed Art Dthrow → Fair (or Dash Attack against poor DI) at 0%. Proper DI is diagonally away.
      • Buster Art Dthrow → Dtilt at 0%.
      • Buster Art Dthrow → Air Slash at low-mid %.
    • Follow-ups:
      • Jump Artt can combo around mid % with Fair against heavies and fast fallers if they DI toward Shulk.
      • Speed Art Dthrow → read an air dodge → Nair/Fair/Usmash at low %.
  • Best kill throw in Smash Art, but only at the ledge.
    • Since Dthrow can be Shulk’s most used throw, it can stale its kill power. This happens more likely when Dthrow fails to kill.
  • Stage-controlling throw.
  • MABD follow-ups in Speed and Buster Art.