Shulk 101
Ground Moves
Straight Punch | Jab1

Hitbox Frames IASA Total Frames Base Damage Angle Base Knockback Knockback Growth
5 - 6 12 25 3.5% 70 / 60 / 88° W: 40 100

 

 

Side Kick | Jab2

Hitbox Frames IASA Total Frames Base Damage Angle Base Knockback Knockback Growth
5 - 7 13 33 3.5% 66 / 70 / 80° W: 52 100

 

 

Upper Swing | Jab3

Hitbox Frames Total Frames Base Damage Angle Base Knockback Knockback Growth
(Early) 12 - 13 44 5.3% 50° 60 100
(Late) 14 4.2% 70° 70
  • Subpar jab.
    • If he whiffs the third hit of jab, he can be punished against fast characters.
    • [Design flaws] Overall speed does not interrupt as fast compared to other jabs.
    • [Design flaws?] Mediocre range.
    • [Design flaws] Sometimes, the opponent may fall out of the 2nd hit unless it is Buster or Smash Art.
    • [Design flaws] Inconsistent against floaty + lighter characters unless Shulk delays the third hit of Jab. If Shulk has Rage, he has to delay the Jab combo even more on floaties.
      • Jigglypuff: Third hit connects late hitbox at a very specific position (a little bit of space between Jigglypuff’s body and Shulk’s legs). Otherwise, it does not connect.
      • Kirby: Always hit by the late hitbox of Jab 3.
      • Mewtwo: Late hit, unless from super point blank by walking into him.
      • Olimar: A weird case in which he gets hit by the late hit. Speed Art connects all three hits.
      • Peach and Rosalina: Third hit whiffs completely at point blank. Otherwise, the late hit connects.
      • Zelda: Inconsistent.
    • Does not jab lock due to its vertical KB.
  • [Design flaws?] Jab 1 & 2 cannot hit very low crouching characters. Jab 2 hits just a bit higher than Jab 1
  • [Design flaws] No hitbox at the Monado’s tip of Jab 3. Hitbox is the base of the blade.
Ratings
  • 4/5: Buster
  • 3.5/5: Vanilla/Jump/Speed/Shield/Smash
Competitive Applications
  • Great damaging Jab (12% in Vanilla). It is Shulk’s fastest attack, being one of his important attacks in close range (other than Grabs, Pivot Ftilt, etc.)
    • Nair → Jabs at low-mid %.
      • Buster Art deals 17-18% damage. Combined that with Buster Nair → Jabs at low-high % for more Buster Art pressure.
    • A good move to stale, especially in Buster Art.
    • Opponents DI’ing up the third hit of Jab can decrease the damage output.
    • Combined it with mixups.
  • Holding Jab to beat:
    • Spot dodges, rolls, and air dodge landing lag.
    • Dash grab (e.g. Speed Art Shulk, fast characters, etc.)
    • Other moves (e.g. Sonic’s Spin Dash).
    • Ledge getup, but can fail.
  • Pseudo anti-air attack on reaction vs some aerial approaches.
Other/Situational
  • Jab 1 → Grab/Air Slash.
  • Even if Smash Art Jabs connect, it can set up an edgeguarding situation.
  • Combat Walking
    • Mid-distance tool to clash with projectiles or stylish movement. Recommended in Buster Art.
  • In Smash Art and in a small stage, it can kill at the ledge, but only at a very high % (+150%). Dthrow would be a better kill option.
    • Jab 3 can hit characters hanging on the ledge via ledge-trumping.
 
  • Buster Jab combo against all characters [Smashboards]

 

Dash Slash | Dash attack

Hitbox Frames Total Frames Base Damage Angle Base Knockback Knockback Growth
15 - 16 52 11.5% 60° 70 80
  • One frame slower than Fsmash. Fsmash is also longer range, deals more damage, and has higher KB.
  • [Design flaws] Subpar dash attack due to its high startup and endlag. Considered as one of Shulk’s worst moves.
  • [Design flaws] Can whiff at point blank.
Ratings
  • 4/5: Smash
  • 2.5/5: Vanilla/Jump/Speed
  • 2/5: Shield
  • 1.5/5: Buster
Competitive Applications
  • Great KO move in Smash Art.
    • Less likely to be staled due to its limited good options.
  • Decent long-ranged punish. An instant Dash Attack out of standing position or walking in Speed Art would slightly increase the reach while Shield Art would slightly decrease the reach [Clip 1]
    • Catch landings.
    • Missed techs from Shulk’s aerials or throws due to the opponent’s bad DI. However, opponents would usually jump out of the Dash Attack.
      • Ex 1: Dthrow → Dash Attack at low-mid %.
      • Ex 2: Buster Art Dthrow → Dash Attack (assuming the oppoenent does not DI up).
    • Laggy attacks.
      • With Speed Art’s increased friction / traction, Dash Attack is good against moves with high shield damage and shield KB with some endlag.
    • Predicted rolls.
    • Edgeguarding tool [Clip 1]
  • OoS option if Shulk’s other OoS options (grabs and Air Slash) would not reach.
    • Great in Shield Art, despite the slight decrease of range. Its slow movement makes Dash Attack look relatively fast.
Other/Situational
  • In Shield Art, Dash Attack is a bit more useful since Shulk’s ground speed suffers heavily. However, rolling in is a better movement option.
  • A spaced Buster Art Dash Attack on shield can be safe unless the opponent has high traction and a decent dash grab.

 

Side Swing | Forward tilt

Hitbox Frames Total Frames Base Damage Angle Base Knockback Knockback Growth
12 - 13 43 13.5% (Blade) 361° 30 92
12% (Ether)
  • Subpar. Shulk's slowest tilt; risky to use in the neutral as this is punishable.
  • Can hit slightly behind Shulk at point blank.
  • Small chance of tripping at early %, especially in Buster Art.
  • Lock on a missed tech at very low %.
  • [Design flaws] Cannot be angled, which is problematic against small characters crouching.
Ratings
  • 4/5: Speed/Buster/Smash
  • 3.5/5: Shield
  • 3/5: Vanilla/Jump
Competitive Applications
  • Great combo enders:
    • Nair → Ftilt at low-mid %.
    • Buster Dthrow → Ftilt at low % against Bowser and Donkey Kong.
  • Great damage and shieldstun push.
    • Buster Ftilt (18% sweetspot; 16% sourspot), in addition to continue applying pressure.
      • Can shield break in Buster Art, or at least setup a shieldbreaking punish.
    • If Shulk does a spaced Nair on shield, and the opponent whiffs their shield grab, Ftilt can hit/kill.
    • Counters against Buster Art Ftilt can kill Shulk at high %.
  • Great KO move (in Smash Art).
    • Pseudo Fsmash, but quicker by two frames.
    • Best used as an anti-air or a punishment tool.
  • Good spacing tool, but still has a noticeable endlag.
    • Pivot Ftilt.
      • Tech chasing situations vs fast-falling characters.
      • Great in Speed Art, including offensive mixups.
        • Covers a lot of space that can beat pivot grabs.
      • Defensive retreat option in Shield Art.
    • Ledge trapping against rolls, attacks, and getups.
Other/Situational
  • Lock move on Battlefield’s side platform at 0%.
    • Ex: Buster Art Fair → Ftilt lock.

 

Hop Swing | Up tilt

Hitbox Frames Total Frames Base Damage Angle Base Knockback Knockback Growth

11 - 23 (Blade)

39 8.5% (Blade) 85° (Blade) 70 (Blade) 90 (Blade)
13 - 23 (Ether) 7.5% (Ether) 108° (Ether) 65 (Ether) 85 (Ether)
  • Note: The frame 11 - 12 window of Up tilt's hitbox is Blade-only. The Ether hitbox occurs later starting on frame 13 syncing with the Blade, thus both hitboxes are from there-on a simultaneous active hitbox.
  • Can hit about ankle height, even when Wii Fit Trainer is crouching down.
  • Its endlag can still be punished.
Ratings
  • 5/5: Jump/Buster
  • 4.5/5: Smash
  • 4/5: Vanilla/Speed
  • 3.5/5: Shield
Competitive Applications
  • Great anti-air move in the game.
    • Good for juggling and frame trapping against air dodges and non-disjointed aerials. Shulk can bait with empty hop to trigger an air dodge reaction, then Utilt. Sometimes, the late Utilt can hit after the air dodge animation. Overall, Utilt in the neutral to bait, then attack [Clip 1]
      • Combined it with mobility Arts to continue juggling with increased mobility.
    • Beating incoming aerial assaults or trading hits.
    • Speed Art can juggle by walking / dashing to shield to dropping shield.
      • Can use PP Utilt thanks to its slide effect and turning the direction around, which would be ideal for frame trapping air dodges that drift toward Shulk in order to get behind him.
    • Defensive game in Shield Art by hitting a mixture of aerial approaches coming from the front and above him, followed by more spacing moves.
  • Great KO move (in Smash Art) [Clip 1]
  • Good damage racking in Buster Art.
    • Great against heavy characters.
    • Uthrow → Utilt(s) → Utilt/Air Slash at low-mid %. Even if the opponent jumps out of Utilt, they used up their DJ and are still in the disadvantageous state against Shulk’s juggling.
    • Uthrow → opponent air dodges to the ground → Jabs/tilts/smash attacks.
  • Good ledge-trapping tool, but requires precise spacing.
    • Best used against ledge jump.
    • Can work against ledge getup and ledge roll [Clip 1]
  • Can extend combos
    • Jump Art Utilt → Fair → Fair/Air Slash.
Other/Situational
  • When the opponent is at the ledge, MADC Smash Art Utilt can be a surprise option. Dash to the ledge while switching to Smash Art → Art activation to cancel the dash → Utilt.
  • Not recommended to use Utilt to pressure shields on platforms. Some fast characters can still punish Utilt’s endlag. Use Uair or late Nair.
  • Battlefield’s top platform is barely out of Utilt’s sourspot, but a character’s hurtbox via a move extended through the platfgorm’s floor, or their bubble shield put up.
  • The late Utilt (back hitbox) can hit from behind Shulk.
    • Certain tall characters: Bowser, Donkey Kong, Ganondorf, King Dedede (extremely specific), Rosalina, and Samus.
    • During certain parts of their idle animation:
      • Bowser Jr.’s shell when he lifts himself out of the care and his jumping idle animation.
      • Charizard when he rears his head
      • Ike when he lifts his sword on his shoulder.
      • Sheik when she lifts herself up on one foot.
      • Wii Fit Trainer when he/she stands on the balls of his/her feet
    • During certain taunts:
      • Up taunts:
        • Ike when he lifts his hands up.
        • Marth.
        • Mewtwo
        • Palutena.
        • Zelda.
      • Side taunts:
        • Bowser Jr. when he lifts himself father out of the car to plop back in.
        • Ike when his arms are in the air.
        • Palutena when she straightens up.
      • Down taunts:
        • Captain Falcon.
        • Ike.
        • Link from the back (he pushes Shulk too far forward to hit him from the front).
        • Zelda when she is standing directly behind Shulk as her hands reaches in front of Shulk far enough.

 

Low Cutter | Down tilt

Hitbox Frames Total Frames Base Damage Angle Base Knockback Knockback Growth
10 - 11 31 9.5% (Blade) 60° 45 90
7.5% (Ether)
  • Shulk’s fastest tilt; one of Shulk’s best and most important moves as a main spacing tool. Less likely to be punished.
    • [Design flaws] However, it is an inferior version compared to Ike’s (faster speed and less cooldown) and Link’s (better shieldstun, better angle, and less cooldown).
  • Longer tilt than Ftilt.
Ratings
  • 5/5: Buster
  • 4.5/5: Jump
  • 4/5: Speed
  • 3.5/5: Vanilla
  • 2.5/5: Shield/Smash
Competitive Applications
  • Great spacing tool against grounded approaches (hitting the feet), but less effective against aerial approaches.
    • Recommended tilt against shorter characters (Pikachu, Kirby, etc.)
    • Tipper Dtilt makes it safe. Sometimes unsafe on shield due to low damage output.
    • Combined it with Buster Art, it is safe on shield when tipped or when it lands the mid-portion of its hitbox.
      • Good ledge trapping tool.
  • Decent setup after the opponent gets hit by Dtilt.
    • Ex: Read an air dodge → Punish with aerials or Utilt.
    • Aerial assault in Jump or Speed Art.
  • Combo-finisher.
    • Nair → Dtilt at low %.
    • Buster Art Nair → Dtilt at mid-high %.
    • Even if it does not become a true combo after low %, it has good follow ups or feign the follow ups to make the opponent air dodge, then punish.
Other/Situational
  • Can be a combo-starter in Buster/Speed/Jump.
    • Jump Art Fair → Dtilt (thanks to the increased air mobility).
    • Buster Art Dtilt → Dash Grab or Dtilt.
  • Can kill with Smash Art + Rage at the ledge.
    • Notable in a Shulk ditto when both are in Smash Art at high %.
Slit Edge! | Forward smash ↑ angle

Hitbox Frames Angle Window Total Frames Base Damage Angle Base Knockback Knockback Growth
(Hit 1): 14 - 16 1 - 9 67 5.5% 78 / 10 / 40° W: 28 100
(Hit 2): 23 13% (Blade) 361° 30 125
11.5% (Ether)
  • "Angle Window" is the opportunity of when you can angle the forward smash up or down. If you do not choose a direction to angle the move during frame 9, then from frame 10 onward you'll get the straight-angle forward smash. On frame 9, you would see a visual difference in the angling from Shulk's hands pointing the Monado. Neat, huh?

 

 

Slit Edge! | Forward smash

 

Hitbox Frames Total Frames Base Damage Angle Base Knockback Knockback Growth
(Hit 1): 14 - 15 67 5.5% 78 / 10 / 40° W: 28 100
(Hit 2): 23 13% (Blade) 361° 30 115
11.5% (Ether)

 

 

Slit Edge! | Forward smash ↓ angle

Hitbox Frames Angle Window Total Frames Base Damage Angle Base Knockback Knockback Growth
(Hit 1): 14 - 16 1 - 9 67 5.5% 78 / 10 / 40° W: 28 100
(Hit 2): 23 13% (Blade) 361° 30 115
11.5% (Ether)
  • "Angle Window" is the opportunity of when you can angle the forward smash up or down. If you do not choose a direction to angle the move during frame 9, then from frame 10 onward you'll get the straight-angle forward smash. On frame 9, you would see a visual difference in the angling from Shulk's hands pointing the Monado. Neat, huh?

 

  • Long-range smash attack, but easily punishable.
    • Third longest Fsmash (behind Corrin’s and Mii Gunner’s).
    • Fsmash, without angled up or down, hits farther.
  • All angles in general
    • More damage and rewarding in Buster Art.
    • Risky to use in the neutral.
    • Unsafe on block, no matter how well-spaced it is (even in Buster Art against fast characters). The only character that cannot punish back is Luigi due to his poor traction.
    • [Design flaws] The first hit may not link into the second hit.
      • [Design flaws] The opponent (especially lighter characters) can SDI up the first hit of Fsmash, leaving Shulk completely vulnerable for a punish [YT Video] [Clip 1]
  • [Design flaws] Terrible hitboxes. When the beam is out, it only has 1 hitbox of frame.
  • [Design flaws] Can whiff at point blank.
  • [Design flaws] Lacks transcendent priority, meaning it can clank, even against Jabs and weak projectiles.
Ratings
  • 5/5: Buster/Smash
  • 4.5/5: Speed
  • 4/5: Vanilla/Jump
  • 3.5/5: Shield
Competitive Applications
  • Angled up
    • Additional KB. Best KO move in Smash Art, especially after shieldbreaking the opponent.
    • Has 1 more active frame when angled up, which can catch landings if timed well.
  • Angled down
    • Can hit opponents hanging on the ledge, but it is only 1 frame hitbox.
  • Nair → Fsmash at low %.
    • Buster Nair → Fsmash at mid-high %.
  • Pivot Fsmash, especially in Speed Art.
    • Good against certain approaches like Diddy Kong’s Monkey Flip, but requires prediction and fast reaction.
    • Risky to use against rushdown characters.
  • Against ledge rolls [Clip 1]
Other/Situational
  • MALLC aerial → Fsmash combo.
    • Can possibly shield break. Ex: Buster Art MALLC Bair → semi-charged Fsmash.
  • Jump Art tomahawk Fsmash.
    • Or Jump Art sliding Fsmash.

 

Pierce Edge! | Up smash

Hitbox Frames Total Frames Base Damage Angle Base Knockback Knockback Growth
(Hit 1 Ground): 18 - 21  67 4.5% 105° W: 110 100
(Hit 1): 18 - 29  4.5% 92° W: 70 40
(Hit 2): 30 - 33 13.5% 89° 45 98
  • Vertical Fsmash. Long-range, but easily punishable as Fsmash.
  • F18-21 are the medium-sized bubbles above Shulk’s ankles. The ankle in front of Shulk has more range than the ankle behind him. Note that airborne characters cannot be hit by the grounded hit.
  • Not a true combo without the grounded hit.
    • [Design flaws] The opponent can DI away the grounded hit of Usmash, escaping the second strong hit. Lighter and floaty, and even heavy characters, can easily DI away [YT Video].
      • Therefore, Usmash is not recommended after a shield break.
    • Before the second hit, however, there is enough time to shield or even punish back with a very quick move.
      • Marth's Dolphin Slash can potentially kill Smash Art Shulk (97%) at the ledge.
      • Jigglypuff’s Rest.
      • Charizard’s Rock Smash.
  • Characters with high fall speed (Sheik, Fox, Greninja, etc) that get hit by the first hit can drop to the floor and perfect shield the second Usmash hit. This allows the characters to punish back Shulk.
Ratings
  • 4.5/5: Speed
  • 4/5: Smash
  • 3/5: Vanilla/Jump/Buster
  • 1.5/5: Shield
Competitive Applications
  • Great KO move and best used against ledge options (getup, some rolls, jump), especially in Speed, Buster, or Smash Art.
    • More KO power when the first grounded hit (at Shulk’s angles) connects to the second hit (the beam).
    • Best used at the ledge. When spaced at the ledge, it catches ledge getup and ledge roll by using the grounded hitbox (at Shulk’s angles).
      • For raw or early kill, use Smash Art.
        • Shield Art can still work as a safe option. Even if Shulk whiffs his punish at the ledge, he is less likely to be killed than in other Arts.
      • F
| Down smash