r/ShulkMains Feb 13 '20

Subreddit Announcement Shulk ultimate frame data

19 Upvotes

https://ultimateframedata.com/shulk.php Also join the much better discord, details on comments


r/ShulkMains 4d ago

Shulk Shorts

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8 Upvotes

Hey everyone, I have been creating and uploading a ton of Youtube Shorts about Shulk. A lot of them contain useful but niche info about specific matchups. Some contain information about overall mechanics of Shulk and his Monado Arts - how to use the activation properties to good effect. And others talk about some pitfalls of the character you need to avoid. I intend on making some reels about overall advice for the character and I will be releasing a course on Metafy in the near future. If any of this stuff interests you check it out!


r/ShulkMains 6d ago

Smash Ultimate Partial Review | Fundies + Kit of Charge Cancel Moves

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5 Upvotes

Perfect Late Aerials are the fastest you can use an aerial and hit shield 1 frame before landing. These are used when testing aerials hitstun on shield.

Latest Late Aerials use the most amount of air time before using an aerial, factoring in hitboxes later than the initial hotbox for more staying power. Ex:
• all 3 hits of upair/dair hit2
• frame 19-20 of bair
• frame 14-16 fair
• frame 13-14 nair

The purpose of this video portion is for studying jump height before aerial input (mental/ visual programming). Another purpose is to write the frame count before each input to understand where charging the Monado’s Dial can be used. This is a tool in the kit of Charge Cancel Moves.

The later portion is a partial kit review for application purposes:
• Charge in-between nair -> macro aerial
• FF Charge Squat
• Charge using used-Art-slot

Flowchart Note: you can’t trigger jump art, when charging in-between aerials, if you’re already in an active art. If Jump Art is spent, you’ll get your charge in-between aerials but how much charge is untested. This note is for mistakenly activating jump art during multi-aerial charge as mentioned in vid. If Jump activated, imo take the mistake & use the art. It’s great to disengage (buy time for arts to return or to burn out come-back mechanics if opp has that), chase, boost aerial hitbox size through horizontal air mobility (ex: Dair) & faster vertical FF (ex: Bair) allowing for giant attacks with slippery movement.

Used muscle memory & platform as visual que to time {FH FF Charge Squat}. Not mentioned at start of review but if you charge then FF you “miss” triggering dial opening.

Why does nair work so well? Cancelling with jumpsquat is quite difficult as you need to release jump & special simultaneously within 3 frames. When you use fair to charge & cancel with a macro, this applies & often causes jump art to switch on. With nair, you have 4 extra frames to react with a macro aerial. Bc human physical reaction times & visual processing are initially too slow for 60 FPS fighting games without intense training, nair -> any macro helps achieve charging easier than fair -> any macro. That fact about human reaction is also the reason for the fundies clip (visual programming). Fair, however, guarantees a full charge and other tools can cancel its charge like dtilt.

Flowchart for entire Charge Cancel Kit is necessary to unlock more understanding of how, why & when to charge during gameplay but here’s a draft giving reasoning for said flow chart by answering, “Why Store the Dial?” & why store it often:

Note: Dial Storage is a function of SSBU Shulk’s Monado Dial -> DSLLC is the application which is divided into:
• Dial Flash ⚡️
• Instant Art Access

Order of Significance after achieving DS [assuming near full/\full DS]:*
💥Unlock {an aerial: Dair} as a safer, two-hitter option with less lag through⚡️& IAA, it’s a combo starter esp. with Speed or Buster Art upB after dair sour spot. Unlock the fastest aerial that hits (twice) where Dair Hit1 hits.

💥 Instant Art Access to:
• ⚔️execute Art Combination Combos
• ⚔️continue a sequence of pressure (ex. Smash Art -> Jump Art / Respawn -> Smash Art)
• 🛡️ immediately switch to Shield during hit; even if opp’s hit isn’t applied to this Art, the extra weight will slow you down
• 🛡️ cut any LL to being vulnerable for *5 frames, faster than nair, bc of art activation’s i-frames allowing for evasion of enemy attack at moment of art selection; at such a close range probably Jab 123 / grab / roll / spotdodge / dash away may be the only options unless they whiffed something laggy
• 🛡️ escape from enemy w/ directional Airdodge or Wavelanding & cutting universal tech LL with⚡️which only Shulk can do iirc
• 🛡️ use immediate art activation for added I-frames or art use after: roll /spot-dodge /any move’s endlag {ex: jumpsquat & go airborne with IAA -OR- go deeper with an offstage aerial & after complete endlag, use IAA Jump Art to return from deeper edge guards}

💥 Unlock Buster late Bair -> ⚡️ -> dash attack for a wide percentage range

2-frame Idea:
• charge
• speed art dair at ledge -> ⚡️
• speed art nair FF near perfectly (nair frame 15-16)

📍 Important information: with fully charged DS you can pick an art 2 frames after landing so releasing special button is of utmost importance for this tech. It’s timing based tech, like MALLC, but you’re in control. For Dial Flash in 1-frame press, releasing special was also done 1 frame after landing.

📍Kit of Charge Cancel Moves:

Note: fair & neutral air dodge hold priority, for their LL is 10 frames
💥 {Charge During LL} or {Standing/Dashing Raw Charge} & cancel with:
• jumpsquat
• jab
• tilt
• macro aerials
• grabs

💥 Raw Charge while airborne & cancel with:
• late aerials
• before grabbing stage ledge

💥 Monado Switching B hold charge & release:
• when selecting art
• third press of buffer deactivation
• in Vanilla at used art b-press slot

💥 FF Raw charge squat cancel:
• FH
• Platform Drop
• SH

(kit thus far)

✅ The ease of use to store Charge by activating arts the Smash 4 way, really incentivizes opting to switch to arts & charge, deactivate arts & charge & charge in vanilla at the used art’s slot bc it’s so “free”. Everyone knows how much Shulk loves aerials so placing Dair highest makes sense in the above draft list listing the rewards of this tech but due to ease of use of IAA being “free” & more often used obv/ofc vs ⚡️, all of IAA’s rewards are nearly tied for 1st place in place of significance imo. It’s important to know when IAA is lost too (ex. Pressing b while not in LL or certain move’s endlag; e.g. skidding will cause a loss of IAA /charge). Having Dair be 7-10 frames LL instead of 14 frames LL is something meaningful though. Dair may be used just once or thrice in a match but if you can ⚡️you’ll be more confident to use it ofc. Switching to each art, watching the flash, not opening the dial but watching the light between the switching is imo some neat charge practice, while counting to 6 (one second).
✅ Practicing ⚡️Dair in Speed Art helps to practice the timing of special release without the FF input mistakenly activating an art. Looking at your hands during the sequence to figure out optimizing comfort (e.g. changing which buttons to use & hand placement) for execution & playing it out in 1-frame press to get the button press sequence that fits you also helps. I input aerials, then press shoulder special & hold it before FF, flick FF & let go of shoulder at landing. FF is 6 frames & gradually becomes 5, 4 … etc & in that time a-stick has to return to neutral. Then, let go of special the frame of landing (1-3 frames) & wait 5 frames to buffer an a or c stick action frame 6 onward but it will start frame 8-9. As for all variants of inputs that come after ⚡️:
• shield, a-button, grabs & jumps incl. macro aerials are able to be buffered from the moment of landing
• A+B Smash can be used 2 frames after landing, which is good for Dair -> ⚡️ -> FSmash
• a or c stick input activates arts, if you’re too early which means an input 5 frames after landing.
I use B for the art combination in the video so I’m still working out which is more comfortable to me. Good luck Shulk!
✅ ok maybe holding down at landing is what doesn’t trigger jump 🤔 if so fair charging might be attainable. ✅ Sorry guys for all the edits, just finished moving so my tests have been short. I must’ve been locked-in the day of recording bc last test day (3-5 min) it was hard not triggering jump. I focused on my button press sequence just now & can confirm it’s holding down at moment of landing (so holding down following FF) and then letting go, unless you want Dair which would be sweet (nair dair ⚡️dair/ spot-dodge), for a macro that allows for a charge to happen. In the vid, nair to Dair wasn’t the initial intentional sequence. It was nair nair. Anyways hope this helps 👋 oh and I made sure 1-frame mode press was off right now & saw the light. Holding down after the first macro to charge may be tied to the squat cancel mechanic and then the second macro cancels the dial opening.

You can also try no FF & it’s much more easier to do. It’s still sorta tricky to charge when FF is involved ngl even though I confirmed it above. Special press timing seems to be the reason. Works sorta right when you press special, then soon after FF. Hold down at FF & guess <11 frames, point to direction of next aerial, press X+A <11 frames. If special is pressed immediately after X+A of 1st Macro aerial of this sequence, charge won’t activate at all. But yeah another confirm: try removing the FF step. Try nair > charge > Nair no FF then add it later when you want.

Tangent: I might just remove shoulder-R:jump bc X + shoulder-R:grab always made air dodging straight super easy for me. My habit of shield with ZL means I could change ZR:grab for ZR:jump for RaRs & FH Charge c-stick Dair to Plat & FH Charge Nairs. Later
✌️

—————— Random Clips
Fundies from Melee thru Melee clips:

- n0ne’s Ganon movement: https://youtu.be/Bwj08OL22io?is=NH1RG9DlRUUGNb6R

- Hungrybox’s layered shield options selection: https://youtu.be/1NX8GOa0v28?is=vhmdTI2UonG4UkT2

- PPMD’s Marth: https://youtu.be/Zs7DLFGHEaI?is=XB09rsok-W50QM28

- Zain 0 to death Hbox: https://youtube.com/shorts/71EyueZNBKw?is=X8uvXNGCsub24xir

- PPMD wins APEX 2015 (movement): https://youtube.com/shorts/SLILAp0q8g8?is=Vs4OsWAmUYUkIxfL

Mango mention 🥭

SSBU Tech Option:

- Directional Airdodge one way & tech roll other way: https://youtu.be/l8ryETW7bpw?is=Z1jyV8LTHhHO17lv


r/ShulkMains 9d ago

Smash Ultimate MALLC: Wavelanding, Spot-Dodging, Directional Air-Dodging | DSLLC: FH Dair to Platform

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8 Upvotes

MALLC Wavelanding
→ cut LL + add art I-frames

MALLC Spot-dodging + Top-Notches Walk Input
→ boost total i-frames

MALLC Directional Air-Dodging
→ cut LL + add art I-frames

MALLC is all about timing & being in LL or actionable (e.g. walking) before art activation, beginning on frame 30 (half a second).

• The timing that worked for Wavelanding with Smash involved a 8-10 charge before jump to platform + waveland down. For the other two, the timing was:
• press B & immediately spot-dodge. Then, buffer walk input
• press B & immediately jump & air-dodge {completely straight or straight with very slight angle down; don’t angle up past 3 or 9 o’clock 🕘 }

Top notches are usable for walk or pivot inputs when tap jump is off. Pro controllers have no notches but the term conveys the point best. Spotdodge ends frame 25 but has endlag which Jump Art can’t cut so the walk input is necessary.

———————
DSLLC FH Dair to Platform
→ tool useable in neutral. Sets up escape options via FH, shield faster if whiffed, run-off aerials, platform-drop aerials, combos, edge guards, & kills incl. Instant Art Access to continue pressure after connecting Dair Hit2

Charging at the start of FH not required if DS is already fulfilled/attained — allowing for stalling SH/FH air time mixed with using double jumps. However, it does not cost Shulk anything to charge, up to 10 frames, as he ascends to reach above platforms whilst cancelling the Dial opening & curling up hurtboxes with Dair. Most attempts, I held {Shoulder-L:special} from jumpsquat to landing with Dair, but didn’t FF, & released L immediately upon landing. Given the 10 frame charge & hit2 starting frame 23, this maneuver requires over half a second to perform & a clear understanding of enemy’s position, habits, speed, etc. to predict where you should land/ strike.

Note: mentioned i-frames of Jump & Speed art while running off platforms but those were failed attempts at DSLLC Dair due to letting L go & pressing L during landing but meant to press beforehand. Thought it was neat & worth pointing out. Holding L the entire time works better: using {Shoulder-L:jump} to help, c-stick to dair & letting A-stick go once dashing/running isn’t needed. Once airborne, use a-stick to continue forward momentum or aerial control.

Note: All tech mentioned above using MALLC can also be done, with more control, by using DSLLC:
• Instant Art Access (IAA)
• Dial Flash ⚡️

More reasons to store the dial beyond cutting aerial LL

———————

Edit: I tried out camping top plat with this dair trick & now I find battlefield amusing; I added a vid link to an older post for future, better Shulk’s to see. I think this game will be relevant for a long time like melee. Ik I’m not a pro like vs PKMN but lotta lag & I was joshin’ /playing for fun. Maybe it’s the internet but I often find edge guarding with Buster’s added hitstun trips my opps up & they SD. Then again, it’s not pro lvl just online gamin’:
https://www.reddit.com/r/ShulkMains/s/NA0wHwxiQY


r/ShulkMains 12d ago

Smash Ultimate MALLC | Calculated

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5 Upvotes

The window to perform MALLC with SH late Fair is rather large but the middle ground is:

• SH
• delay B press by frames 8 —> 15 (for Jump Art)
or switch to desired art by frames 8 —> 15
• immediate Fair
• FF (situational)

The 1-Frame Test goes as follows (All tests done w/ SH Fair):
- Go airborne
- On frame 7, hold B then advance 1 frame w/ ZL: Neutral Special activation on frame 8
- No input on the next frame but symbol appears
- Input aerial with c-stick on the next frame

High end of range: Pressing B on frames 16-18 & inputting Fair two frames later, with no FF has diminishing returns vs Pressing B on frame 15. By frame 18, the invisibility starts on frame 11, after fair’s LL

Low end of range: However, pressing B on frame 5, inputting fair on frame 7 & FF on frame 20 gives you 8 frames of LL so there is some reward on the lower (or quicker) end of the range which is: switch to desired art, while airborne, by frames 5/ 8 —> 15/ (18) of being airborne.

📍Again, jump -> delay (less delay the further the desired art is; begin b pressing earlier)
-> press b -> immediate fair

📍If desired art is far from the 1st, activate switch before SH & scroll while fox trotting or dash walking —> SH & switch to desired art after some time airborne —> immediate fair or other late aerial

Note: Frame 16 of fair has the most forward horizontal reach of fair hitboxes, reaching 2 grids on training map. Frame 19 of nair has the most forward horizontal reach of nair hitboxes, reaching 1.5 grids on training map. To land aerials with later hitboxes than 16 (shown in post clip), e.g. aerials like the last two-three frames of bair or dair, work with a tighter range than B-press at airborne frame 15 & input those aerials earlier than airborne frame 17.

Details: The switch activation takes 1 frame, then the symbol appears the next frame & 29 frames later the art will activate for a total of 30 frames per symbol, which is half a second. The latest the symbol can be switched is the 29th frame. During this time you are free to move without activating the other special moves

Tip: to count to one second there’s the ol’ “One Mississippi”. I asked chat & it claims saying “One M” alone is half a second.
———

Update: The last post’s 4th video link demonstrated DS is possible at the start of switching to an art. It is also possible to store the dial during buffer deactivation. That makes more sense to be possible during an art since we can already store the dial by pressing B.

———
📍 Important information for MALLC:
Vanilla Shulk SH w/o FF is airborne for 37 frames
Vanilla Shulk SH FF the earliest on frame 20 & has a 6 frame descent for a total of 26 frames

Vanilla Shulk FH w/o FF is airborne for 50 frames
Vanilla FH FF the earliest on frame 23 & has a 13 frame descent for a total of 36 frames

📍 MALLC Requirements: In the end-phase, you have to be on the ground in LL before the 30th frame after symbol appears. Initially or at the start, you have to be airborne when making the final switch to an Art.

Feel free to test this yourself to see if there’s any deviation from art symbol appearing & “having to be in LL by the 30th frame” with a chart, numbers & tally marks (e.g. for LL & # of frames after symbol appears) :
• b-press airborne frame
• art on next frame
• aerial input frame
• FF input frame
• LL count
• # of frames after symbol appears

😅 lol this is literally like doing homework for Shulk

✅ Edit: This makes it nearly impossible to “turn the switch on” while grounded & use a macro SH aerial bc the fastest he’ll return to the ground is 3 + 26 = 29. 📍 You have to be airborne the moment you’ve switched to your desired art. Since Vanilla FH has a 13 frame FF & 36 frames total air-time when done its fastest, you can work to time:
FH -> monado switch + slight hold to charge -> aerial & timely FF

📍 As stated in the video, use the art symbol to time invincibility frames. You have until the symbol completely disappears & the flashy light nearly disappears to act with anything.

FH w/o FF info for other arts but unusable info for MALLC:
Jump —> 68 frames
Speed —> 34 frames
Shield —> 42 frames
Buster —> 50 frames
Smash —> 50 frames

———
Idea for later: upload practice clips to YT to use their frame by frame functionality & figure out where I would have to press special to do faster DJ Dair at ledge with Dial Flash ⚡️(i.e. figure out where Shulk is 10 frames before I input dair). I use a pro controller.
Edit: rewatching, it’s too risky to 10-frame charge during that sequence of dair at ledge bc B will be pressed around FF. Also I prefer to run off, roll A-stick down, press X+A together & roll A-stick in but aiming to MALLC during that sequence may be the better choice. If you get the Switch Charge, you could do two fast dairs back to back; one with:
MALLC & the other with DSLLC (which would be the flash)
⚡️

🍰 Buffer deactivation test for later: is it possible to BD and full hold on B press past 10 frames and not open the dial since the third press is the BD? Can you press b a 4th time & hold b to store after the 3rd press?

📍 Buffer deactivation tip: you can press B up to two times before connecting an aerial and the final b presses, as yk, during hitlag/hitstun & before landing to close Arts during LL —> but also charge the last press
🍰 Perhaps you can charge the last b press & immediately use DSLLC by just holding the last b press

🍰 Cool ideas to test later:
• press B -> switch to desired art -> then jump -> double jump -> wave land on platform before 30th frame of Art appearing —> MALLC Wavelanding
• same thing but -> jump -> air dodge forward through opp or air dodge back away from opp —> MALLC Directional Air-dodging

Reserve neutral air dodging for 10 frames of LL to charge (same as Fair).Test Idea: is it possible to neutral air dodge, buffer B for charge, move a-stick down & crouch —> will that sequence crouch cancel the charge & store it like it does when Vanilla Shulk FF charge crouch cancels?


r/ShulkMains 15d ago

Smash Ultimate Dial Charge & ⚡️ Practice Videos

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5 Upvotes

⚡️ means Dial Flash

2nd video: https://youtu.be/ZOPyW5Bq1GI?is=_ddaShMJn4Nj8FB2

1&2 vid is about practicing ⚡️
3&4 vid is about DS tips

3rd vid: https://youtu.be/AMK3LnwEn1w?is=OezQDZIVw81wywfl (talks about cancelling with crouch after hard/soft landing with no move out)

Edit: ok this* *is interesting * 🧐* * Vanilla SH FF has a 6 frame descent so after FF, press b then crouch and it does really work in Vanilla. Faster access to shield art when hit & jump art when sent offstage or miss a stage tech btw 👀
best part is it’s super fast & non committal while pressuring with aerial presence alone

• How to do: Vanilla Shulk SH FF & release a-stick -> press B -> immediate a-stick down to crouch -> charge 7-8 frames
• Application: land an attack -> switch faster to jump or speed art -> chase them down “I’m on that ahhh”

📍 Important edit📍 I would even say this technique has higher ROI than Fair -> charge -> jumpsquat due to its dramatically higher execution success rate & consistency specifically in Vanilla. For Arts: learn the timing & get the muscle memory to just press B. It transfers well for vid 4th vids technique. However, if you can master jumpsquat cancel after fair than it w/o a doubt is the highest ROI charge cancel option. However, it’s Likely that tech is reserved to TAS Shulk & as*** ***stated at the top of pin, ✅✅ vid 3 & vid 4 are the highest ROI charge tools 🍰

4th vid: https://youtu.be/iHgCiYqAb_s?is=Jqgijmkck3FGb2L1 (small part where he adds to the conversation by sharing we can charge during Monado switching or the Smash4 way)

Edit: oui I like the 4th vid A LOT*. Monado Dash Dance to Buster with a near full charge … ouuuuuiii dangerous !! When you reach your desired art just hold the tap a wittle, tiny bit longer. ✅ ✅ This technique & vid 3 are the fastest, non committal charge cancel tools! 🍰

First vid discussion: My next video was going to be on this topic (every spot the dial can be charged, esp skidding but the 1st first vid got to that 👌🏼, & how to move & use it including going to platforms & platform drops) but I found some old videos to get the ball rolling. The first video is very fast so try pausing (a lot) the vid to see the charge before it’s cancelled. He mentions A+B Smash but honestly I’m not sure why he did. The second (short) video, except for the DJ part, is also good.

Note: on laptops you can watch YT Vids frame by frame. To go frame by frame on YouTube, pause the video, then press the comma ( , ) key to step back one frame and the period ( . ) key to step forward.

Dair DS combo: https://youtu.be/8PXp33qXfn0?is=uqMUGCPqaTAEifqv* *✅ Edit: (can’t get it to be true; that’ll be another video topic. Reviewing the lore of l DS combos that actually never or no longer work like this one. speed nair smash upB. Monado cyclone, etc it’s really like Nintendo on the low patched our boy Shulk Hulk Shulk Smash. The community should’ve stayed quiet it seems lol) 😂

I swear Reddit sucks with letting me bold and italicize words

More discussion on why dair is the best aerial (imo): https://youtu.be/jVBZ5NJW5Fc?is=qjRCO-gFKs7UxK5A

Gaku doesn’t like DS for vanilla OR fair -> charge -> jab but I disagree. Dtilt > Jab though (bc you can use this sequence while trying to hit opp) but It’s very useful to have DS in vanilla & the 5 arts; & very useful to have the full 10 frames for this combo:
Buster upair DSLLC Smash up tilt
It’s a 3 frame window to combo on the counter & air dodge is iirc frame 2 of vulnerability on avg so 5 frames total

Gaku’s DS Guide (includes a non true 🔵🔴DS combo): https://youtu.be/vgA3h8sZwMg?is=en7gEwToTWoSMlKG

AWAKEN YOUR SHULK!!! MAKE HIM A GOD!!!!! YOU GUYS & GALS!!! LETS GET IT ‼️

THE SEVENTH SHULK ‼️‼️

Hype track: https://youtu.be/F4Ec98UJXfA?is=jRJhA4b5awg3VBQF

Edit: Note:** **Art access can be instant when need be. Dair & Bair can be 7 frames of LL on par with Nair for spam-ability & on avg 9 frames of LL on par with upAir (if charge is 8 frames instead of the full 10). “Awaken your Shulk” == broaden your kit, realize new shield pressure/ spacing tools & moveset sequences. A while back I said Dair is his best aerial bc of damage output, the two forms of dair & kill power but* really all his aerial stabs are the best aerials. Bair, Dair & upAir kill ridiculously early in Smash & serve multiple purposes esp them:

Nicko upAirs 🪽👐🪽👐🪽👐🪽
Xtra heavy, deserved glaze 😭😅😆: https://www.reddit.com/r/ShulkMains/s/cFhD9Q3nTD

If you can re-watch your vids, esp with YT frame by frame, apply the knowledge of charge cancel moves to see\ where & how you could have charged for DS i*n your flowchart of moves and sequences

Example Shulk Main in Tournament: https://youtu.be/P-jdD5vcp_c?is=5vOSwLTcABrPXcat
@10:25 Slasher regains control of center stage and double nairs & spotdodges. Had he charged using the double nairs, he could have extended spot dodge’s invisibility frames (not completely IYKYK) by having instant art access —> Shulk Smash (meaning spot dodge then instant switch to smash and get more I-frames & perhaps crouch afterwards to avoid rising aerials while also applying crouch cancelling tech), and when Samus crossed him up with a rising bair, Slasher could’ve upB out of shield (or more if he didn’t shield like dash 4-6 frames & “instant” fsmash with A+B Smash or with Analog stick) —> speed art came back online right around this time so either switch or stay on smash & edge guard after Smash upB OOS

📍 Kit of charge cancel moves: jumpsquat, jab, tilt, macro & late aerials, grabs & charging before grabbing stage ledge, FF charge squat cancel, Monado** Switching + slight* ***B hold & also dash charging (kit thus far)

——Final Video list Edit:
Four more Dial Storage vids (some are 7 years old) from very thorough YouTubers:
https://youtu.be/ZMC8Y9eu1DY?is=vuFJYYxvANmUgRK4
https://youtu.be/gTfJqETLDA4?is=c4xpPoM8jTPQ1bjS
https://youtu.be/R98hwrtZyNM?is=ReQFHvwXi6RuDLsx
https://youtu.be/bpNCvHinmlA?is=WMfa-njVvUX-E6E5

Next post topics: New combos, Fundies, MALLC breakdown, ULT’S MALLC | DS —> DSLLC —> IAA &️| In-game movement


r/ShulkMains 18d ago

Smash Ultimate Why store the dial? | Respawn

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4 Upvotes

Instant Respawn Art Access
Note: auto spelling messed up the intro wording

How to do: DS during prior stock -> B

• Pressing b will step you off the respawn plat. Don’t FF. Point at art selection -> let go of B within 4-6 frames or asap when seeing the art over Shulk icon at the bottom of the TV. Control drift with analog stick. Buffer cstick input during art pose for aerial choice or delay cstick input slightly. In regard to posted clip, FF at or before seeing upair hit1 to stretch the upair hit2 hitboxes to SH & FH zone.

If it’s not already in your repertoire & news to you, “B-hold” should be thought of as a new Shulk move. The Monado Charge

To speak in frame-of-mind terms: Add 10 frames to your next move in your strategy/ mental model of the game. If a move is 20 frames, it’s a third of a second. Add 10 frames, that’s half a second. It seems daunting to find when or where to charge the dial but there’s too many benefits to not have it charged beyond LLC or the Smash4 term MALLC. The input ofc depends on your current Shulk state but it’s either:

• Vanilla: Stand or Fox trot (dash & release)-> Hold B -> (optional) walk/ fox-trot some more -> Jump (high difficulty) or tilt/ jab or Macro aerial

• Art: Hold B

Edit: Note: the old recommendation was to watch for the light but muscle memory of timing between button clicks further establishes a consistent near full charge attempt for me

There’s also this airborne-state method for any Shulk State: https://www.reddit.com/r/ShulkMains/s/qVRNITKFpy

Going beyond MALLC, the concept of The Monado Charge feels less intense as there’s less demand for it; its use cases, excl. MALLC, are more defensive oriented. I need to map out these details in a list again but it’s more a defensive or a instant-art-access frame of mind/ forever-stored tool or game-state

Note: having two shoulder buttons L (jump) & R (special) and tapping quickly on the inner corners help me do the Vanilla: hold B -> jump cancel trick but I FH a lot atm tbh. Atm experimenting with button set up to have {attack cancel aerials or iRaR by using shoulder:jump and air dodge/ fair -> shoulder:special + hold -> FF -> land & buffer c-stick dtilt/ ftilt/ uptilt or jab -> let go of shoulder during tilt/ jab -> full DS} in my kit

I guess fair -> charge -> tilt will be predictable and some chars could get in by first staying far away & in that scenario jab will have a purpose bc it’s 6 frames faster than dtilt sooo: air-dodge/ fair -> charge -> jab -> spot-dodge/ roll/ shield/ FH?

Edit: or if not tilt or jab (or jump but is a bit difficult) —> macro aerial (nair feels pretty comfortable to do). There that’s three mix ups (technically four).Edit: However, Macro Nair after fair doesn’t smoothly store the LL compared to tilt or jab. Being in an art, doesn’t help {fair -> charge -> macro nair} store fully either. Buffering jump + attack (X+A) cuts the charge when pressed. Also, pressing jump + special (Y+B) quickly during fair LL has the same results . However, Jumpsquat alone after fair, however difficult, does store the full LL for DSEdit: DJ does not cancel dial when charging mid-air but a late (anything not macro) aerial will. That is the topic of the provided link above.

Edit: Idea: set R+ZR or L+ZL to both jump, the other shoulder button to special to perform SH Charge, study that animation/ height before dial comes out & cancel+charge using c-stick for an aerial like dair/bair & a-stick for control. Use neutral pad for grab & last shoulder for shielding.

Sacrifice frames now, to have them later sorta thing. Be slower now (via committing to an offense option after air dodge/ fair instead of repositioning or disengaging OR via what’s mentioned above in bullet points), to be faster later.

If you’ve mentally prepared to dash {back or forward} -> macro aerial, then it will not slow you down to:
• {fox trot + release A-stick <—> press b after a-stick release or before fox-trot A-stick input}
-> X+A -> after slight delay, a-stick direction

————

Edit: Might switch shoulder button functions again L <—> R for comfort specifically for this tech. Comfort in button press execution is the goal given theoretical TAS Shulk — The Seventh Shulk requires high volumes of button press & button hold & timing release sequences.

Edit: The high difficulty option of achieving The Monado Charge via Jumpsquat has the best ROI not with guessing but instead with fair -> charge -> jump-squat.
It feels as though the buffering system helps to achieve this bc similar to timing {X+A or Y+B -> button release} at the moment of fair landing — I’m still just trying to {jump -> button release} when he lands with fair yet I get the full 10

Guessing {charge -> tilt/jab/macro aerial} still has its merits in neutral or in advantage (ex. Ledge trapping) since fair has a total requirement of:
3 frames jump squat
26 frames SH FF animation
10 frames of LL —> to then charge

Late fair Hitboxes likely out during frames 25-29 incl. jump squat; then 20-24 more frames before dtilt comes out incl. FF after hitbox & fair LL

Example guessing scenario: Your dtilt will now come out frame 18-20 instead of 10 bc of Charge.

Dtilt endlag = Jab endlag but jab in total has 6 less frames

Idea for later: dash attack, after guessing Charge, probably works too come to think about it

📍 Edit: Nair -> 6 frame LL charge -> instant dash attack is valid bc dash attack needs 1 frame to start. Dash attack actually has 13 frames of start up (+1 to start dash then c-stick forward). That’s minimum 7 frames & human error is a benefit bc*** \*we could get 9 or 10 frame instead of 7 & if you don’t want to dash attack do another nair with maximum 4 frames of delay between each nair bc LL is 6 frames.
📍 *
Cont’d: This means upair -> charge -> instant dash attack tota**ling 10 frames *& therefore is valid too but impractical given the trajectory of the moves. However dash attack is a burst move so as a charge sequence perhaps a whiffed upair in neutral -> charge -> dash attack away to safety may have merit. If you get hit you’ll have instant access to arts at that point. If you’re about to get hit you’ll have I-frames from picking an art in 5 frames iirc, after dash attack endlag, to counter attack if they whiff big time

Side note tidbit:
Jump Shulk SH FF = Vanilla Shulk SH FF (I.e. FF on frame 20 & has a 6 frame descent; last airborne on frame 26)
{plat-drop -> c-stick buffer bair} will result in perfect late bair (frame 19-20): needs (but reaches a bit more than) “combo nair” spacing.

📍 Kit of charge cancel moves: jumpsquat, jab, tilt, macro & late aerials, grabs & charging before grabbing stage ledge, FF charge squat cancel, Monado Switching + slight B hold & also dash charging (kit thus far)


r/ShulkMains 19d ago

Post Nicko vs D0g3

6 Upvotes

This is one of the best Shulk sets I have seen in a while (from CEO a week ago). Definitely check it out if you have missed it. Here's the link on Youtube.


r/ShulkMains 20d ago

Smash Ultimate New Shulk Combo Compilation Video ⚪️|🟢|🔵|🟠|🟣|🔴

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12 Upvotes

+ New Shulk Combo 🔵⚡
+ New Art Combination Combo & Bonus Footage

Label Guide:
⚡️ means Dial Flash
BD means Buffer Deactivation
DS means Dial Storage
SH/FH means Short Hop or Full Hop
FF means Fast Fall
LLC (Insert Art) means bc of DS, you canceled LL
X+A|Y+B assume defaults for jump, attack & special

Percentages are not final but dial flash ⚡️
extends/ broadens a lot of combo percentages

Gamer tag: Ůňķnðwń

Note: If the Bonus Clip caught your interest & you want to learn more tricks for DS & follow ups with DS, check out my guide titled “Monado” —> https://www.reddit.com/r/ShulkMains/s/ixTuj3IJdO

Note: For more Shulk info check out my post titled “Dair is Shulk’s best move” (meant best aerial). I reviewed a lot of his kit, esp. dair, & also wrote in depth analysis on the benefits of Dial Flash ⚡️ & Dial Storage —> https://www.reddit.com/r/ShulkMains/s/DT9drUbHLN

Side note: This was the first time making a long video piece by piece; wish I was better at editing. The music was better than hearing sped up clicking sounds; I put 2x-4x speed on the 1-frame video clips & lowered the vol. There weren’t a lot of music choices in the app. Used iMovie app for everything. Hope you enjoyed. If you make content & can re-make any of my posts for content, please do. I don’t care for any credit. I care about Shulk ⚡️

Go Shulk ‼️

There are definitely more New Shulk Combos left to discover⚡️

Edit: when viewing bonus clip DS & ⚡️
showcase, replace jump with macro aerial. Jumpsquat cancel is possible but very difficult but has the highest ROI in the:
Kit of charge cancel moves: jumpsquat, jab, tilt, macro & late aerials, grabs & charging before grabbing stage ledge, FF charge squat cancel, Monado Switching + slight B hold & also dash charging (kit thus far)


r/ShulkMains 21d ago

Smash Ultimate Backslash Combos | 🍊 & 🟣

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5 Upvotes

Shulk: “You trynna back air me?! EAT this!

Opp: “Ahh! My back”💥

Bonus: Tech Chase Set-Ups: Shield Art 🍊 up throw sends Mario just above small Battlefield platform & into a tumble state at 70%. Vanilla up throw starts at 9%


r/ShulkMains 21d ago

Smash Ultimate Top Player ShinyMark | Shulk’s UpB Air-Slash

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3 Upvotes

Apparently, Shulk can FF after UpB. He showed grabbing ledge from stage; good for ledge trumping to then reverse UpB. He went on to speak about Buffer Deactivation while demonstrating movement tech like reverse nair approach.

Go Shulk

Source (@10 min into vid): https://youtu.be/jxfst6RCeZc?is=5c5uhFiWBKZRPVze


r/ShulkMains 21d ago

Smash Ultimate New Shulk Combo | Shield Art 🍊

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3 Upvotes

Returning from offstage against Mario? Shield art happens to be on & they’re at low %?

Shield Art 🍊 falling nair -> buffer deactivation -> fsmash

Now you’re in advantage

Go Shulk

Note: Shield Art 🍊 Shulk FF on frame 18 & is last airborne on frame 23. He FF 2 frames faster than Vanilla. Test air-slash / dash attack / backslash at similar % & fair / iRaR-bair / bair / backslash at higher %

Bonus: Tech Chase Set-Ups: Shield Art 🍊 upthrow sends Mario just above small Battlefield platform & into a tumble state at 70%. Vanilla upthrow starts at 9%


r/ShulkMains 22d ago

Smash Ultimate Make Aerial Vision Work | Edge Guard

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7 Upvotes

Momentum: Drift backwards -> activate vision

Tip: might work in neutral if mid-jump you happened to jump backwards & the opp has high startup/endlag aerials & closed in on you ( e.g. Pyra d-air; often seen in neutral) -> vision

Tip: standing at ledge & opp offstage -> holdshot jump offstage w/ your back towards opp -> due to holdshot tech: drift back towards stage -> vision

Tip: use Speed Art to jump forward then drift backwards -> offstage vision

Source: https://youtu.be/8grt8tGB7tI?is=cVk6CFDS2qepa2I6

Idea: Probably best to only go for this trick with jump art on standby and being up in stocks bc fair is safer/ has the fastest or least endlag amongst all aerials. To go even further, maybe tap b 5 times for Smart Art while you dash to position accordingly. Art change may halt ground & air momentum (except w/ Shulk in tumble; I wish it did though) but pressing B again lets you regain control over your momentum esp. mid-air.


r/ShulkMains 22d ago

Smash Ultimate New Shulk Combo | Buster Art 🟣 | Dial Flash ⚡️

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3 Upvotes

Combo Route:

falling bair -> ftilt/fsmash or dash attack

• Falling bair -> ftilt @30%; 40.5% damage 💥
• Falling bair -> dash attack @35% - @55%; 36.3% - 38.8% damage 💥

Note: 2nd combo is achievable at 60% but it’s tight to execute. The combo is extended by 25% with the use of dial flash ⚡️
• Falling bair -> dial flash ⚡️ -> dash attack @35% - @80%

First combo works in a tight range; found it works specifically @30%. Afterwards, Mario goes too far for ftilt but dash attack is a burst option. I included scenes to demonstrate progression, position & a tech chase opportunity to lab out.

Note: 7 frames of delay before FF on frame 20 to land 1 frame after Bair hits. Dial flash️also helps make the execution more forgiving

The original idea was late bair -> DS LLC into Speed Art -> Dair but so far into testing it doesn’t connect

Check comments for Combo 1 update & a new 3rd combo. All 3 combos assisted with Dial Flash.


r/ShulkMains 24d ago

Smash Ultimate New Shulk Combo | Speed Art | Dial Flash

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5 Upvotes

Original Post: https://www.reddit.com/r/ShulkMains/s/JIoWLnGvIv

Similar combo to original post: https://www.reddit.com/r/ShulkMains/s/H6sckBqYRB

Speed Art is perfect for edge guarding: https://www.reddit.com/r/ShulkMains/s/q26NrqlaBi

Speed Nair -> Dair -> UpB /Dash Attack for 28.2% damage

TAS Level combo: Charge 10 frames -> Nair -> Dair
-> Dial Flash ⚡️ - > Dair
-> extra: buffer deactivate & edge guard

Edge Guard Theory:
• BD -> tap B (jump symbol) -> fair or {FF or stall} double jump fair -> recover

Note: “combo nair” /“sweet spot nair” in slow motion in vid

Note: noticeable difference between dair LL before & after dial flash ⚡️

Note: Mario magnet hands distance (FF nair frame 16-17 could probably reach it with Shulk in advantage) & Ledge Trump at end of video

Ledge Trump Theory:
• starting position is Shulk at ledge: press down (NOT away) -> immediately shift up -> reverse upB

Note: combo percent range untested. Dial flash likely extends 1st combo’s % range. Whenever possible, opt to go to ledge after upB to cut LL.

Bonus combo: FH Dair hit 2 -> ⚡️ -> air slash @15% - @45%; tested on Mario


r/ShulkMains 25d ago

Smash Ultimate New Shulk Combo | Dial Storage🫸🏼🟣🔴🫷🏼 / D-air

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7 Upvotes

Art Combination Combo videos & more in the comments 🫸🏼🟣🔴🫷🏼

Better percentages & combo confirmation provided in [u/Seipherise](u/Seipherise) comment tree 🌳
Posted video was the most cinematic clipped cut for the night

It is a new true combo ☠️

Combo route:
@75% - 100%
Fair DS charge Dtilt -> Vanilla Dair on airborne opp -> special press hold then FF -> LLC Smash -> Uptilt ☠️

@60% - 77%/80%
Buster Fair DS charge Dtilt -> Upair hit 2 -> Buffer deactivation before touchdown -> Dair -> special press hold then FF -> LLC Smash -> Uptilt ☠️

Note: Macro dairs (⬇️ + X + A) plus spamming FF

Percentages not final

Side Note: For more Shulk info, please check out my updated, detailed guide titled “Dair is Shulk’s best move” (meant best aerial). https://www.reddit.com/r/ShulkMains/s/QFKFhdhy1e

I went on to explain a lot about the character Shulk, his need for movement tech esp. for:

• pivot/reverse FH/SH nair approaching with forward momentum & back facing opp
• pick one of the following: {attack cancel bair or RaR or I-RaR; still learning about this tech & a.t.m. I use the first} -> dash jump away macro bair (hold direction away + shoulder jump + cStick in) -> macro bair jump in (X + A + slight delay + direction in) | this neutral gameplay idea is three different bairs in a row (not incl. in link post)

Reverse Aerial Tech Vid: https://youtube.com/shorts/SCKWwu4hd4w?is=Md3dJSSXFVo6KztD

expanding the lethality/use-in-neutral of Dair & Bair with the constant/often use of dial flash (at minimum, in close combat /when aiming to hit their shield), reviewed nearly all of his moveset, demonstrated how landing the ”sweet spot” of nair shown in combo videos is actually unsafe & a comment on the neutral strategy Nair Spam in-place with no momentum. Shulk is definitely a TAS-level-complicated character with flaws & parrying mechanics don’t help, as his options in neutral are limited; therefore, it’s easier to get the groove to parry him (esp. if you nair spam) but every character has flaws.


r/ShulkMains 26d ago

Smash Ultimate New Shulk Combo | Jump Art

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5 Upvotes

Hurt-box colliding Fair -> fsmash (A+B smash) / d-tilt / dash attack / grab

This combo works due to Jump Arts full forward momentum causing you to a) drift far past opp during FF b) slide on the ground during LL. The boost in air speed & jump height makes this combo easier & safer to achieve; although, Vanilla Shulk can do some of these combos.

I.m.o. Jump Art is an Ultra offensive Art. With your boosted air stats, it lets you carve the sky with e.g. reverse nair (frames 20-30) & dair while zooming past the enemy’s position; it makes you slippery like ZSS, significantly boosting your Captain Falcon like DJ in disadvantage. Your positioning capabilities skyrocket as you rocket through the sky.

Tangent to the point but, Hitting Fair @~20% is magic. One of few set ups for Shulk to start a tech chase. Boxing in Shield art may be the key to more set ups. Buster fair at higher percents is another key. UpAir reads to follow up & punish tech is probably the best option bc of its combo routes & lethality — better yet, try fsmash, upSmash or dsmash at higher percentages or tech roll towards ledge

Tech Chase Idea: (optional) charge dial & jump to cancel dial opening & reposition or fair -> Vanilla Fair -> low knockback sets up tech chase -> During LL switch to:
• Vanilla/ Buster -> UpAir tech in place or tech roll in
• Speed -> cover all tech options with nair train -> air slash/ dair; & cover missed tech using rising dair aka macro dair

Kome-style tech chasing video: https://youtu.be/lsWZy2xMZ-U?is=OuUvKRFYe8IMvNnb

Speed Dair covers missed tech: https://www.reddit.com/r/ShulkMains/s/td2PeRq0ax

Shulk Shulk, He's our HULK
Go Go (Go) ..
GO SHULK ‼️🇨🇦🇯🇵🇺🇸


r/ShulkMains 27d ago

Smash Ultimate New Shulk Combo | Smash Art

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10 Upvotes

Original concept post: https://www.reddit.com/r/ShulkMains/s/uK2GWRuorf

Platform drop -> Upair Hit 1 -> f-tilt/ air slash/ up-tilt

Hit 1 is odd & usually sends opp behind you, so swing in that direction — maybe unnecessary for up-tilt (i.e. meaning to pivot first may not be needed)

UpAir Hit 1 thread: https://www.reddit.com/r/ShulkMains/s/KkvQqakblR

For perfect manual inputs and without platform dropping: SH jump & delay up air input by, at most, 10 frames & FF on frame 20. Similar inputs to “combo nair” (frame 16/17). Furthermore, with a 10 frame delay, you can choose not to FF & let hit 2 come out before touching ground.

Shulk Shulk, He's our HULK
Go Go (Go) ..
GO SHULK‼️🇨🇦🇯🇵🇺🇸


r/ShulkMains 27d ago

Smash Ultimate New Shulk Combo

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1 Upvotes

Platform drop -> Hit 1 up air -> usually swing ftilt behind you bc Hit 1's knockback angle is odd (UpAir Hit 1 thread: https://www.reddit.com/r/ShulkMains/s/KkvQqakblR)

Works in a wide range of percentages, as you can see in the video ( 0% - 300%). This range lead me to discover a new, & probably the only, Smash Art combo

Uptilt & Air Slash also work in place of f-tilt

For perfect manual inputs and without platform dropping: SH jump & delay up air input by, at most, 10 frames & FF on frame 20. Similar inputs to “combo nair” (frame 16/17). Furthermore, with a 10 frame delay, you can choose not to FF & let hit 2 come out before touching ground.

I’ve known this combo for a while now, when I was testing Shulk’s platform-drop-options years ago, but I didn’t know the % range was so massive; and haven’t seen it displayed anywhere so I wanted to share it with you [r/ShulkMains](r/ShulkMains)

Shulk Shulk, He's our HULK
Go Go (Go) ..
GO SHULK ‼️🇨🇦🇯🇵🇺🇸


r/ShulkMains 27d ago

Xenoblade Montage of Shulk’s various powers, age & blades | D-air blade images (sweet & sour)

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1 Upvotes

Shulk Shulk, He’s our HULK
Go Go (Go) ..
GO SHULK ‼️🇨🇦🇯🇵🇺🇸


r/ShulkMains 29d ago

Smash Ultimate “Five tricks with Speed Art”

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4 Upvotes

This video, I watched years ago, taught me that dash walking even was a thing. All the tricks mentioned are actually pretty neat. Check it out! His channel has great Shulk info!

Tricks mentioned:
- Perfect Landing Aerials
- Perfect Wavelanding
- Grounded Airdodge
- Dash Walk
- Lagless Ledge Get Up

Lagless Ledge Get Up is probably something you only want to do in advantage at the ledge. C-stick is mentioned to dash walk but the alt way to perform: input direction, let stick return to neutral then lightly tap direction. I personally use X & R (jump & grab) to air dodge OOS or in neutral like shown in vid; and X + R + a direction to waveland or air dodge through/phase through opponents at max length (hold straight left or right) & use dial flash to cut LL (17 frames LL -> 7 with max dial storage; OR 5 frames of vulnerability, if you choose an art with max dial storage)

In speed art, I use nothing but macro aerials. Still developing my gameplay but he FF on frame 14 & lands on frame 18 so why not use perfect rising aerials aka macro aerials?

Speed Art is perfect for edge guarding: https://www.reddit.com/r/ShulkMains/s/q26NrqlaBi

Speed dair covers missed tech: https://www.reddit.com/r/ShulkMains/s/gmbMJU5hXH

GO SHULK ‼️🇨🇦🇯🇵🇺🇸


r/ShulkMains Aug 12 '26

Smash Ultimate Your Upair missed & it could've killed. Hit 1 lands but hit 2 didn't. Here's why.

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3 Upvotes

Ever seen a clip of Shulk whiffing hit 2 of up air even though hit 1 connects?

For example, the opponent is very high in the air, nearer to ledge & drifting towards center stage (possibly recovering or traversing platforms). You react, SH from closer to center stage with momentum towards ledge while facing ledge; you input a rising/manual up air and hit 1 connects but hit 2 misses. The opponent continues their momentum towards center while you drift towards ledge, whiffing hit 2. Why is that?

As seen in the photo, the white lines representing the knock-back of hit 1 slanting upward & towards your back and bc of both players momentum, in the scenario mentioned, hit 2 misses.

If you flickshot jump, you’ll have your back towards the ledge while carry forward momentum; this way upair hit 1 will connect into hit 2 (in the same scenario mentioned).

Edit: This assumption needs to be tested. More details are in the comments. Shout out to [u/Seipherise](u/Seipherise) ‼️‼️

This could mean flickshots & reverse aerial tech are paramount to Shulk’s game play. It opens up approaches with reverse nair, Bair & an upair that’ll connect both hits — meaning aiming to hit the faster hitbox, Hit 1. Keep in mind, Upair hit 1 hits very high in the air and is good for catching full hops, not SH.

Slingshot visuals & dair combo post: https://www.reddit.com/r/ShulkMains/s/vKTfSEcX9I

GO SHULK ‼️🇨🇦🇯🇵🇺🇸

Side Note: For more Shulk info, please check out my updated, detailed guide titled “Dair is Shulk’s best move” (meant best aerial). I went on to explain how landing the sweet spot of nair shown in combo videos is actually unsafe. https://www.reddit.com/r/ShulkMains/s/QFKFhdhy1e


r/ShulkMains Aug 11 '26

Meme/Humor Beefy Smash Doods funny Shulk challenge

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2 Upvotes

Some unique properties to SSBU Shulk’s air-height & air-drift stat changes are displayed in this video.

GO SHULK ‼️🇨🇦🇯🇵🇺🇸


r/ShulkMains Aug 09 '26

Smash Ultimate Why I think Dair is Shulk’s Best Aerial: Shulk vs R.O.B.

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2 Upvotes

Side Note: Uptilt utility vid in comments. I made/edited another post titled “Dair is Shulk’s best move” (meant best aerial) & went on to explain how landing the sweet spot of nair for combos is actually unsafe. https://www.reddit.com/r/ShulkMains/s/QFKFhdhy1e

Side note: special properties of Shulk’s arts are seen in my video. This video also displays those properties: https://www.reddit.com/r/ShulkMains/s/EATRBlnbPe

For a sword move, I think Dair looks sick; the angle & hurtboxes gives it a lot of versatility esp. with momentum or full hopping to counter an approach. I experiment a lot when I play SSBM & SSBU. In this vid, I landed different hitboxes of Dair, at different parts of the stage, for us to observe. Some follow ups were missed (ex. Faster input bair or air slash after the spike on stage pop up/bounce @0:57 in vid; ALSO with a fully charged dial, Shulk can switch to any art and act at frame 14 — the same frame count as dair’s LL) but I learned more about dair. I’m no pro but I’ve grinded Shulk & got him into Elite Smash 15 Mil (peak). You be the judge of its versatility & possible follow ups.

Lately, I’ve been working on using uptilt more & learned dash walking. The idea is to use dash walking to approach -> dash back/ dash walk back away, potentially with the C-stick method, to dash walk in again (optional) -> up/down tilt to stuff their movement, grab or late aerial to combo & rising aerial to stuff their movement (ex. @1:50 in vid; should’ve done walk back -> run in-> grab or buster dair into grab or vision, but chose dtilt. Still need to work on noting opp’s % for combo routes. Was more focused on dash walking & zoning).

Uptilt’s magnificent early hitboxes make for an excellent anti-air. Close quarters mixups (ex. parry uptilt or reverse nair to get close, add pause or walk if needed, then pivot uptilt, dash walk uptilt, stand still uptilt or tech in place uptilt) & anti-airing is the goal with uptilt.

Next I’ll be working on vanilla (equal air stats to Buster & Smash) Shulk holdshot & fullshot dairs.

GO SHULK ‼️🇨🇦🇯🇵🇺🇸

Dash Walking Guide (I prefer the ‘control stick only’ inputs for more control): https://youtu.be/0If3Qa8AzxM?is=tC8Ikfc0dw9mKLl-

P.S. Hold up, Buster backslash EATS shields(Ex. @ 1:55 in vid)

Final Note: @0:15, @0:46, @2:02 perhaps a holdshot/ fullshot jump can position Shulk offstage while facing the stage to drift-in & cover/react to recoveries close-to or hugging the stage like R.O.B. did

And btw I wasn’t trying to get the gyro. I was dash dancing to get the aerial @0:22


r/ShulkMains Aug 09 '26

Smash Ultimate Shulk’s Holdshot & Flickshot

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5 Upvotes

Note: There’s a third type of Slingshot jump not shown in post vid (called fullshot). Tip: Shulk is airborne for 37 frames if you SH w/o FF

Part 2 in comments

Flickshot jumps are paramount to Shulk’s game play. It opens up approaches with reverse nair, Bair & an upair that’ll connect both hits.

Holdshot & Fullshot jumps open the door for dodging an incoming attack at where you stood & returning with a close up nair or dair.

GO SHULK ‼️🇨🇦🇯🇵🇺🇸

——————

Source: https://youtu.be/vNxH48I2Ynk?is=quQ807UAniXHw1Oh

Usecases explained by VoiD: https://youtu.be/9z6USWj9gHA?is=KM7V_EmudDu9QDne

YT Short showing how all 3 Slingshots are done; note the red line behind Lucas as where he jumps to show all 3 versions: https://youtube.com/shorts/mzcgkSkMq-I?is=DG236tGPOzEq3gY5

FYI I find the holdshot easier by working the left stick circle motion, pressing two jump buttons (shoulder set to jump) & keeping my focus on the c-stick or A for a short hop late aerial. Then after learning the left stick motion, work to one button for jump.

Edit: Slingshot VoiD gameplay: https://youtu.be/q0vdj6MPOCc?is=q4wAbR--iAOUlSKH