Shulk 101
Miscellaneous

Bonus Data

Dodge Options
Move Start Up Frames Intangible Lag Total Frames
Spotdodge 2 3-18 9 27
Forward Roll 3 4-17 13 30
Back Roll
Airdodge 2 3-28 5 33

 

Ledge Options
Move Frames Intangible Lag Total Frames Hitbox Frames
Ledge Roll 1-32 17 49
Ledge Jump 1 - 15
Ledge Attack 1-21 34 55 24-26
Ledge Climb 1-33 1 34
Ledge Trump   28
Ledge Hold Dependent on several factors 19
  • [Design flaws] Ledge attack has a terrible hitbox.

Floor Options
Move Frames Intangible Lag Total Frames (Hit 1) Hitbox Frames (Hit 2)
Lying on Back
Stand Up 1-22 7 29
Forward Roll 1-21 14 35
Back Roll 1-22 13 35
Get-up Attack 1-22 23 45 17-18 21-22
 
Lying on Front
Stand Up 1-22 7 29
Forward Roll 1-19 16 35
Back Roll 1-24 11 35
Get-up Attack 1-22 23 45 17-18 21-22
 
Trip
Stand Up 1-16 5 21
Forward Roll 1-9 19 28
Back Roll 28
Get-up Attack 1-7 42 49 19-20 23-24
Soft Trip 1-5   29
Hard Trip 1-5   39
  • Buster Art floor attack deals more shield damage [Clip 1].

Tech Options
Move Frames Intangible Lag Total Frames
Tech in Place 1-20 6 26
Tech Roll 1-20 20 40

 

Item Toss Options
When Grounded When Airborne
Move Hitbox Frames Total Frames Move Hitbox Frames Total Frames
Item Drop 6- 27 - - -
Forward Toss 10- 24 Forward Toss 10- 24
Back Toss 13- 24 Back Toss 14- 24
Up Toss 15- 23 Up Toss 14- 23
Down Toss 8- 19 Down Toss 8- 19
Dash Toss 6- 37 - - -
  • Tutoring Note: "Item Drop" when grounded is an action of simply standing in neutral (you can walk while doing it too) & pressing the grab button. This motion will look like Shulk is tossing the item up & behind him. And, the only way to physically do this action is to hold either a Battering item (e.g. Beam Sword, Home-Run Bat, Lip's Stick, etc..) or a Shooting item (e.g. Super Scope, Ray Gun, Gust Bellows, etc..).

 

 

Built-In Hitlag Modifiers

Name Move Hitlag Multiplier Hitlag on-hit Hitlag on-block
Smashes
Slit Edge! Forward smash first hit 1.5x 10 8
Slit Edge! Forward smash second hit 2.0x (13%) 20 (11.5%) 18 (13%) 16 (11.5%) 15
 
Aerials
Stub up Up air first hit 1.2x 8 8
Stub up Up air second hit 1.2x (10.5) 10 (8%) 9 (10.5%) 10 (8%) 9
Stub down Down air first hit 1.2x (7.5%) 9 (6%) 8 (7.5%) 9 (6%) 8
 
Pummels & Throws
Grasp Hirth Bash Pummel 1.5x  (3%) 9  (3%) 7
Hold Swing Forward throw first hit 1.2x (3%) 7 (3%) 7
Hold Swing Forward throw second hit 1.2x (8%) 7 (8%) 7
Back Breaker Back throw first hit 1.2x (3%) 7 (3%) 7
Underhand Spear Up throw first hit 1.5x (3%) 9 (3%) 7
Earth Pierce Down throw first hit 1.2x (3%) 7 (3%) 7
 
Specials
Front Slash (all hitboxes) 0.8x (10%) 7 (9%) 7 (10%) 7 (9%) 7
Back Slash (Startup & Falling hitbox) 1.5x (16%) 16 (14%) 15 (16%) 13 (14%) 12
Back Slash (Landing hitbox) 1.5x (15%) 16 (13%) 15 (15%) 12 (13%) 12
Air Slash second hit 1.3x  (5.5%) 9 (5.5%) 7
Vision (Base Damages) 2.0x (10%) 17 (7%) 16 Unblockable Unblockable
Forward Vision (Base Damages) 2.0x (13%) 20 (10%) 17 Unblockable Unblockable
  • Tutoring Note: To our knowledge, all these moves listed in the table are the only moves possessing hitlag modifiers which affect the amount of freeze-frames Shulk's attack induce on-hit & on-block. The formulas used to calculate hitlag differs whether you hit a hurtbox or shield bubble, but no other moves were listed since they don't have a built-in hitlag modifier.

 

 

Smash Charge
Forward Smash Up Smash Down Smash
Charge Hold First Hitbox Frame Charge Release Charge Hold First Hitbox Frame Charge Release Charge Hold First Hitbox Frame Charge Release
8 14 6 10 18 8 4 18 14
  • Tutoring Note: "Charge Hold" is a window that when you begin to charge a move, you go through a brief moment of channeling your smash attack's startup animation. Once your smash attack's "Charge Hold" window is complete, you'll initiate your actual charge window. Once you've acquired at least one frame of charge or full-charge with all sixty frames, you can choose to use the "Charge Release". "Charge Release" with just one frame of charge needed will change your move's startup hitbox by X amount of frames. With this process, you can time a smash attack like Forward smash & Up smash out of charge to be frame 10 or less!
    -
    Example: Forward smash is charged past 8 frames, so holding it for 1 more frame being frame 9 means you acquired the first charge frame. Thus, it can be released at anytime during charge for a frame 6 startup release.

 

 

Taunts / Fighter Stance
Taunt Quote Total Frames
Up "Now it's Shulk Time!" 119
Side "I'm really feeling it!" 79
Down "This is the Monado's Power!" 89

Z-Axis:

During his Dtaunt, only Shulk's torso goes into the Z-axis during the following frames:

43-44

55-88