erico9001
You must find your own path to the future.
Link to ye olde, locked Shulk customs thread
Welcome to the Shulk customs thread! Here, you can learn about and discuss all things having to deal with Shulk's custom moves. Shulk's custom moves both improve and vastly change his playstyle. Each move is unique! Learning about Shulk's custom moves is an opportunity for you to improve your gameplay, and/or play with a new style that is more suited for you! Let's get started.
Are you already familiar with all of this? (Monado) Jump on into the discussion!
Custom Monado Arts (Neutral Special)
(1): Monado Arts
Your Monado Arts last 16 seconds and have a 10 second cooldown period. Each Monado Art has a certain buff and debuff. It takes .75 of a second for a regular Monado Art to activate after being cycled to.
(2): Decisive Monado Arts
Your Monado Arts last for 20 seconds and only have a 5 second cooldown period. The buffs are boosted to be exactly halfway between regular Monado Arts and Hyper Monado Arts, while the debuffs remain the same as regular Monado Arts. It takes 1.5 seconds for a Decisive Monado Art to activate after being cycled to. Unlike the other two Monado Art customs, Decisive Monado Arts cannot be deactivated.
(3): Hyper Monado Arts
Your Monado Arts have vastly amplified buffs and debuffs. However, they last for only 6 seconds and have a 15 second cooldown. The amount of time it takes for these arts to activate once they have been cycled to is the same amount of time as the regular Monado Arts.
Specifics about each different art:
Custom back slash (Side Special)
(1): Back Slash
Shulk does a leap forward and comes down with his sword in front of him. If the attack hits the opponent's back, it deals more damage. It is slow, with 22 frames of start-up (hits opponents above at first). Can deal up to 16% damage on the back (Vanilla).
(2): Back Slash Leap
Shulk does a leap upwards and then descends downwards with his sword in front of him. The move has less horizontal range than Back Slash, but goes higher. The start-up time is 28 frames, and it hits grounded opponents faster than Back Slash. The damage output is similar to default back slash. When falling from the air, it falls at a more vertical angle, and falls much faster. Has more end-lag than regular back slash, but this is mitigated if you land on a platform above you using the move. The move has the capability to deal the most damage - 18% on the back (Vanilla) - which is obtained most commonly from hitting an opponent on a higher platform while landing on that platform.
(3): Back slash Charge
Shulk charges far forward and slashes the target. It has super armor that starts on frame 1 and lasts until frame 31, right before the hitbox comes out. This means it can be used to get out of combos. It has a very large horizontal leap, but does not go very high. Damage output and knockback are usually much weaker than the other custom moves. However, it can deal up to 15 damage (Vanilla) on its start-up. Another drawback is the move has a lot more end-lag, making it unsafe on hit at low percents or while in Monado Buster. The main uses of this move are to use it as an alternative means to recover or as a way out of combos. It can also surprise opponents by hitting them from far away.
Custom air slash (Up Special)
(1): Air Slash
A mostly vertical recovery move with some capability to move horizontally, especially if drifting horizontally while delaying the two strikes of the move. As a frame 10, long range move, it can also be used to attack. However, the move is unsafe if whiffed and often even if it hits (low percents or in monado buster).
(2): Advancing Air Slash
On the first strike, Shulk slashes upwards with the same height as regular Air Slash. Then, the second slash sends him slightly lower and far forward. The second slash can be delayed more than regular Air Slash's second slash. If delayed a lot, the second slash is capable of hitting taller, grounded opponents. The move reaches quite far forward, making it useful for reaching opponents who are in the air. This move deals more damage than normal air slash (14% instead of 11.5%), and kills opponents slightly earlier. Unlike the other Air Slash customs, there is no lowering of Air Speed after the move is used. This, along with the lowered height from the ground after the second slash, makes it much safer to use as an attacking move, even if the move misses. However, the second slash can fail to connect after the first one while under most platforms. However, in that case, hold downwards while you use the second strike and you will fall very fast to the ground, an advanced technique called AAS cancelling. Due to the mostly 60° angle of the first strike of the move, it can be used to stage spike. The first strike is solely base knockback, so the stage spike has the unique propety of working the same regardless of the opponent's percent damage. It works best on light weights and/or people who have poor recoveries. Rage makes the stage spike better. This recovery move actually improves recovery compared to regular air slash when in all arts but Jump and Speed.
*For the best recovery with Advancing Air Slash, use while Shulk has a small amount of vertical distance between his feet and the ledge. Go lower to improve safety by hitting the opponent and snapping to the edge.*
(3): Mighty Air Slash
Intuition might tell you this move is better for recovery, but that is not really correct.That is only true if you are in Monado Jump. The reason: this move has higher vertical movement, but barely any horizontal movement. Due to the lack of horizontal movement, you must get closer to the edge while recovering, while meanwhile falling lower. The move has some plus sides. It does a lot of damage. It has an 80° knockback angle while the other two have 48° angles, so it kills earlier while on most of the stage. However, this means it kills relatively later while near the edges or off of the stage. Still, generally, it is a nice attack if you can manage to land it on the opponent. That can be hard, though, because the move has much less range than AAS/AS. Still, it could be used against opponents who are very close-range fighters. Lastly, due to a major cut in air speed following the use of the move, it is extremely unsafe if whiffed, for the opponent has a very easy time punishing you. One final thing to note about this special is for maximum recovery you should use the second slash as soon as possible after you use the first slash. Delaying mighty air slash is only good for when you are using the move to attack.
Data for recoveries (Higher the angle the better):
Form of recovery|Neutral fall angle|Monado Jump's angle|Decisive Jump's angle|Hyper Jump's angle|Monado Speed's angle|Decisive Speed's angle|Hyper Speed's angle
Just drifting|–49.6°| –42°| –42°|–43.5°|–40°|–37.8|–35°
Drift with an air jump|–35.9°| –18°| –16.7°|–15.4°|–25.4°|–23°|–23°
Drift then Air Slash|–34°| –19.3°| –16.7 |–15.4°|–19.3°|–19°|–14°
Drift then Advancing Air Slash|–29.9°| –23°| –21.8°|–20.6°|–19.3°|–18°|–16.7°
Drift then Mighty Air Slash| –34°|–24.2°| –15.4°|–12.7°|–20.6°|–18°|–14°
Drift, air jump, and Air Slash| –11.3°|+14°| +18°| +18°|+1.4°|+2.9°| +2.9°
Drift, air jump, and Advancing Air Slash|–5.7°| +9.9°| +12.7°|+12.7°| +1.4°|+1.4°| –1.4°
Drift, air jump, and Mighty Air Slash| –12.7°|+16.6°| +18°|+21.8°|0°| 0°| 0°
Custom Vision (Down Special)
(1): Vision
A strong counter that starts on frame 6. The counter effect stays for a relatively long time for the first use, but gets shorter with each successive use.
(2): Dash vision
Shulk counters and dashes forward with his attack. The attack is faster and has a longer range, but is slightly weaker and has a lower window in which it works. However, it launches opponents at a lower angle, which is actually good for KOs. This is an excellent choice against projectile users due to the speed and range. The extra speed may also come into use in instances where the opponent can dodge before you hit them with your counter. This version of the counter is the strictest in your timing.
(3): Power vision
Shulk counters and delivers a powerful slash. Timing of the counter is much stricter if used consecutively. It is slower than normal vision, but deals a ton of damage and has huge knockback. Has slightly greater range than regular vision. The slowness makes it bad against projectiles or other fast attacks that allow for the counter to be dodged.
More information on their damages:
Other information
Move Ranges which includes custom moves:
Tournament custom pre-sets :
Critical sets
1113
2113
3113
Preferential sets
1123
3123
3213
Niche
1122
3122
Optional (for EVO, really)
1213
2123
*New sets are being decided on!*
Welcome to the Shulk customs thread! Here, you can learn about and discuss all things having to deal with Shulk's custom moves. Shulk's custom moves both improve and vastly change his playstyle. Each move is unique! Learning about Shulk's custom moves is an opportunity for you to improve your gameplay, and/or play with a new style that is more suited for you! Let's get started.
Are you already familiar with all of this? (Monado) Jump on into the discussion!
Custom Monado Arts (Neutral Special)
(1): Monado Arts
Your Monado Arts last 16 seconds and have a 10 second cooldown period. Each Monado Art has a certain buff and debuff. It takes .75 of a second for a regular Monado Art to activate after being cycled to.
(2): Decisive Monado Arts
Your Monado Arts last for 20 seconds and only have a 5 second cooldown period. The buffs are boosted to be exactly halfway between regular Monado Arts and Hyper Monado Arts, while the debuffs remain the same as regular Monado Arts. It takes 1.5 seconds for a Decisive Monado Art to activate after being cycled to. Unlike the other two Monado Art customs, Decisive Monado Arts cannot be deactivated.
(3): Hyper Monado Arts
Your Monado Arts have vastly amplified buffs and debuffs. However, they last for only 6 seconds and have a 15 second cooldown. The amount of time it takes for these arts to activate once they have been cycled to is the same amount of time as the regular Monado Arts.
Specifics about each different art:
DEFAULT MONADO ARTS
DECISIVE MONADO ARTSMonado Art | Damage Taken | Damage Dealt | Weight Change | Jump Height | Ground Speed | Air Speed | Fall Speed | Shield Health
翔(Jump) | +22% (1.22×) | None. | None. | + | | ++ | ++ 疾(Speed) | None. | −20% (0.8×) | None. | – | + | + 盾(Shield) | −33% (0.67×) | −30% (0.7×) | +44 | – | – | – | | + 斬(Buster) | +13% (1.13×) | +40% (1.4×) | None
撃(Smash) | None. | –50% (0.5×) | –12.5
HYPER MONADO ARTSMonado Art | Damage Taken | Damage Dealt | Weight Change | Jump Height | Ground Speed | Air Speed | Fall Speed | Shield Health
翔(Jump) | +22% (1.22x) | None. | None. | ++ | | +++ | +++ 疾(Speed) | None. | –20% (0.8x) | None. | – | ++ | ++ 盾(Shield) | –39.7% (0.603x) | -30% (0.7x) | ? | – | – | – | | ++ 斬(Buster) | +13% (1.13x) | +54% (1.54x) | None.
撃(Smash) | None. | –50% (0.5x) | -12.5
Monado Art | Damage Taken | Damage Dealt | Weight Change | Jump Height | Ground Speed | Air Speed | Fall Speed | Shield Health
翔(Jump) | +46.4% (1.464×) | None. | None. | ++ | | ++++ | ++++ 疾(Speed) | None. | –37.0% (0.63×) | None. | - - | +++ | +++ 盾(Shield) | –47.4% (0.536×) | –44% (0.56×) | +87 | - - | - - | - - | | +++ 斬(Buster) | +35.0% (1.35x) | +68% (1.68×) | None.
撃(Smash) | None. | –60% (0.4×) | –35
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Custom back slash (Side Special)
(1): Back Slash
Shulk does a leap forward and comes down with his sword in front of him. If the attack hits the opponent's back, it deals more damage. It is slow, with 22 frames of start-up (hits opponents above at first). Can deal up to 16% damage on the back (Vanilla).
(2): Back Slash Leap
Shulk does a leap upwards and then descends downwards with his sword in front of him. The move has less horizontal range than Back Slash, but goes higher. The start-up time is 28 frames, and it hits grounded opponents faster than Back Slash. The damage output is similar to default back slash. When falling from the air, it falls at a more vertical angle, and falls much faster. Has more end-lag than regular back slash, but this is mitigated if you land on a platform above you using the move. The move has the capability to deal the most damage - 18% on the back (Vanilla) - which is obtained most commonly from hitting an opponent on a higher platform while landing on that platform.
(3): Back slash Charge
Shulk charges far forward and slashes the target. It has super armor that starts on frame 1 and lasts until frame 31, right before the hitbox comes out. This means it can be used to get out of combos. It has a very large horizontal leap, but does not go very high. Damage output and knockback are usually much weaker than the other custom moves. However, it can deal up to 15 damage (Vanilla) on its start-up. Another drawback is the move has a lot more end-lag, making it unsafe on hit at low percents or while in Monado Buster. The main uses of this move are to use it as an alternative means to recover or as a way out of combos. It can also surprise opponents by hitting them from far away.
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Custom air slash (Up Special)
(1): Air Slash
A mostly vertical recovery move with some capability to move horizontally, especially if drifting horizontally while delaying the two strikes of the move. As a frame 10, long range move, it can also be used to attack. However, the move is unsafe if whiffed and often even if it hits (low percents or in monado buster).
(2): Advancing Air Slash
On the first strike, Shulk slashes upwards with the same height as regular Air Slash. Then, the second slash sends him slightly lower and far forward. The second slash can be delayed more than regular Air Slash's second slash. If delayed a lot, the second slash is capable of hitting taller, grounded opponents. The move reaches quite far forward, making it useful for reaching opponents who are in the air. This move deals more damage than normal air slash (14% instead of 11.5%), and kills opponents slightly earlier. Unlike the other Air Slash customs, there is no lowering of Air Speed after the move is used. This, along with the lowered height from the ground after the second slash, makes it much safer to use as an attacking move, even if the move misses. However, the second slash can fail to connect after the first one while under most platforms. However, in that case, hold downwards while you use the second strike and you will fall very fast to the ground, an advanced technique called AAS cancelling. Due to the mostly 60° angle of the first strike of the move, it can be used to stage spike. The first strike is solely base knockback, so the stage spike has the unique propety of working the same regardless of the opponent's percent damage. It works best on light weights and/or people who have poor recoveries. Rage makes the stage spike better. This recovery move actually improves recovery compared to regular air slash when in all arts but Jump and Speed.
*For the best recovery with Advancing Air Slash, use while Shulk has a small amount of vertical distance between his feet and the ledge. Go lower to improve safety by hitting the opponent and snapping to the edge.*
(3): Mighty Air Slash
Intuition might tell you this move is better for recovery, but that is not really correct.That is only true if you are in Monado Jump. The reason: this move has higher vertical movement, but barely any horizontal movement. Due to the lack of horizontal movement, you must get closer to the edge while recovering, while meanwhile falling lower. The move has some plus sides. It does a lot of damage. It has an 80° knockback angle while the other two have 48° angles, so it kills earlier while on most of the stage. However, this means it kills relatively later while near the edges or off of the stage. Still, generally, it is a nice attack if you can manage to land it on the opponent. That can be hard, though, because the move has much less range than AAS/AS. Still, it could be used against opponents who are very close-range fighters. Lastly, due to a major cut in air speed following the use of the move, it is extremely unsafe if whiffed, for the opponent has a very easy time punishing you. One final thing to note about this special is for maximum recovery you should use the second slash as soon as possible after you use the first slash. Delaying mighty air slash is only good for when you are using the move to attack.
Data for recoveries (Higher the angle the better):
Form of recovery|Neutral fall angle|Monado Jump's angle|Decisive Jump's angle|Hyper Jump's angle|Monado Speed's angle|Decisive Speed's angle|Hyper Speed's angle
Just drifting|–49.6°| –42°| –42°|–43.5°|–40°|–37.8|–35°
Drift with an air jump|–35.9°| –18°| –16.7°|–15.4°|–25.4°|–23°|–23°
Drift then Air Slash|–34°| –19.3°| –16.7 |–15.4°|–19.3°|–19°|–14°
Drift then Advancing Air Slash|–29.9°| –23°| –21.8°|–20.6°|–19.3°|–18°|–16.7°
Drift then Mighty Air Slash| –34°|–24.2°| –15.4°|–12.7°|–20.6°|–18°|–14°
Drift, air jump, and Air Slash| –11.3°|+14°| +18°| +18°|+1.4°|+2.9°| +2.9°
Drift, air jump, and Advancing Air Slash|–5.7°| +9.9°| +12.7°|+12.7°| +1.4°|+1.4°| –1.4°
Drift, air jump, and Mighty Air Slash| –12.7°|+16.6°| +18°|+21.8°|0°| 0°| 0°
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Custom Vision (Down Special)
(1): Vision
A strong counter that starts on frame 6. The counter effect stays for a relatively long time for the first use, but gets shorter with each successive use.
(2): Dash vision
Shulk counters and dashes forward with his attack. The attack is faster and has a longer range, but is slightly weaker and has a lower window in which it works. However, it launches opponents at a lower angle, which is actually good for KOs. This is an excellent choice against projectile users due to the speed and range. The extra speed may also come into use in instances where the opponent can dodge before you hit them with your counter. This version of the counter is the strictest in your timing.
(3): Power vision
Shulk counters and delivers a powerful slash. Timing of the counter is much stricter if used consecutively. It is slower than normal vision, but deals a ton of damage and has huge knockback. Has slightly greater range than regular vision. The slowness makes it bad against projectiles or other fast attacks that allow for the counter to be dodged.
More information on their damages:
More information on counter frames:VISION
Vision is a counter which deals damage based on the damage you receive. Inputting a forward direction while countering an attack will execute a different counter attack.
Default Vision:
Standing Counter: 10% on the middle of the blade, 7% on the tip of the blade.
Forward Counter: 13%
Damage Multiplier: 1.3×
Vision 2 = Dash Vision:
Standing Counter: 8% on the middle of the blade, 5% on the tip of the blade.
Forward Counter: 11%
Damage Multiplier: 1.0×
Vision 3 = Power Vision:
Standing Counter: 17% on the middle of the blade, 14% on the tip of the blade.
Forward Counter: 20%
Damage Multiplier: 1.5×
I tested Vision's properties using the database Chrono Penguin posted a few pages back for frame reference. Having a 3rd controller to pause and unpause helped greatly with synching the input for Shulk's vision with the attacks to test against.
-All three versions of Vision have their active frames start at frame 6 (same speed as Lucario's jab1), no matter how much they decayed. Faster jabs such as Shulk's jab1 (frame 5) beat out Vision before it can even counter.
-Vision and Dash Vision can always counter a move with a hitbox coming out on frame 12 (D3's and Shulk's ftilt), assuming that the inputs for both moves are registered on the same frame. Completely decayed Power Vision (takes two uses) loses out to said attacks and frame 11 (such as Falcon's dtilt) moves. Fully decayed Power Vision can still counter Shulk's dtilt (frame 10).
-Therefore, counter windows for completely decayed Vision and Dash Vision are 6-12 frames (could be 6-13, but the only frame 13 moves I found were smash attacks), while fully decayed Power Vision's is 6-10 frames.
-Fresh Vision and fresh Power Vision with Shulk standing right in front of Ike counters his fsmash (slightly above 31 frames due to position and likely human error since I can't just hold down the input like with other attacks). Dash Vision can never counter Ike's fsmash head on even when fresh, but a fresh one can "counter" it by standing on a Battle Field platform above him where the hitboxes of the attack come out.
-If fresh Shulk quickly spams out four Visions and then quickly inputs the fifth at the exact same time as Palutena inputs her dtilt (frame 14), the counter will fail. A few seconds later (guessing around 4-6 seconds), Shulk can successfully counter said attack.
-Fresh Shulk who used one Vision can't counter Ike's fsmash (standing in front) until 3 seconds have passed. Unexpectedly, two consecutive Visions from fresh Shulk change the waiting time to 9-10 seconds. For 3 Visions, it's 14-15 seconds. 4, it's 17-18 seconds.
-Fresh Shulk whowastesused one Power Vision can't counter Ike's fsmash (standing in front) until 18 seconds have passed. Two Power Visions and it becomes 19 seconds.
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Other information
Move Ranges which includes custom moves:
Maximum Horizontal RangeNote: All of Shulk's moves are listed from farthest to shortest. I used a custom stage I created to help assist with this, & used the Crate item to better determine the results. Not even Wii Fit Trainer was the greatest example to use the first time for this.
Note: I only measured the range of Shulk's moves by the farthest they could reach aka the Beam aka the Sourspot in most cases (Exceptions like NAir are loved & appreciated, because NAir, you break the B & B "rule"<3. I also did not test move techniques like Jump Canceled Vision).
- Back Slash Charge sliding hit-box as Shulk with any Art excluding all 3 Speed Arts
- Back Slash Charge sliding hit-box as Speed Shulk / DSpeed Shulk / HSpeed Shulk
- Dash Vision counterattack (This basically looks like a disjointed Tipper hit-box, but it's the sourspot)
- Advancing Air Slash 2nd hit
- Power Vision counterattack
- Vision counterattack
- Back Slash landing Tipper hit
- Instant Dash Attack as Speed Shulk
- Instant Dash attack as Vanilla Shulk / Jump Shulk / Buster Shulk / Smash Shulk
- Instant Dash Attack as Shield Shulk
- Back Slash Leap landing Tipper hit
- Forwarded Dash Vision counterattack
- Air Slash 2nd hit
- FSmash 2nd hit without angling
- Full Jab Combo (Rapidly tapping A)
- FSmash 2nd hit angled downward & upward
- BAir from behind
- Forwarded Vision counterattack
- Forwarded Power Vision counterattack
- FThrow collateral 3% hit
- Air Slash grounded 1st hit AND Advancing Air Slash grounded 1st hit
- DSmash 3rd hit from the front (It's actually the 5th hit of DSmash)
- DTilt
- FSmash 1st hit angled upward
- FAir
- FSmash 1st hit without angling
- FTilt
- FSmash 1st hit angled downward
- DSmash 2nd hit from the back (it's actually the 4th hit of DSmash)
- DSmash 1st hit from the back (it's actually the 2nd hit of DSmash)
- DSmash 1st hit from the front
- DSmash 2nd hit from the front (it's actually the 3rd hit of DSmash)
- Mighty Air Slash 2nd hit
- Jab-1 > Jab-2
- Ledge Attack from the ledge
- NAir from the front
- BThrow collateral 3% hit from behind
- Mighty Air Slash grounded 1st hit
- Jab-1
- NAir from behind
- UTilt
- USmash Front Ground-Hitting knock-up
- BAir front-facing hit
- Standing Grab
- USmash Back Ground-Hitting knock-up
- DAir
- UAir
Short hop/full hop air timesHeads up. So you guys remember the MHR aka Maximum Horizontal Range test right? So here's a MVR of Shulk's attacks.
Maximum Vertical Range (Finished)
Note: Instead of a numbers list going from the longest to shortest range, I'll rate a move's MVR by stars. 1★ means the 1st platform, so the more stars a move has beside it, the higher the MVR. I used a stage I created to help test the MVR along with using the Barrel item that I would set on top of a platform to designate as the "sandbag" to hit. Shulk for most of this experiment will be starting from the stage's floor while trying to hit the Barrel above on a platform, but I'll include a bonus MVR showing the moves Shulk can hit below him too.
Note: The Jump Art, Decisive Jump Art, & Hyper Jump Art all increase the vertical height therefore increasing the vertical hit-box range of Air Slash, Advancing Air Slash, & Mighty Air Slash. So don't be surprised to see Hyper Jump Shulk's Mighty Air Slash possessing the greatest MVR.
Note: When a move has the word "Floor" beside it, this indicates that the move can hit characters even crouching lower than 1 star aka the 1st platform. Characters like Mr. G&W, Jigglypuff, Kirby, & Wii Fit Trainer are all characters worthy of crouching lower than the 1st platform.
*Note: I'm restricting the MVR for Shulk's aerials by using Hyper Monado Arts, specifically Hyper Speed & Hyper Shield so that the jump height was reduced enough for an idea of their restricted MVR. I Short Hopped & inputted the aerial immediately after the jump. Otherwise, aerials should be free to have whatever MVR they desire because aerials can be inputted at whichever height you jump.
Jab1 = 1★ – 2★
Jab2 = 1★ – 3★
Jab3 = Floor – 4★
Dash Attack = Floor – 2★
FTilt = Floor – 2★ (Only a small portion of the attack hits the following characters crouching in the 2nd Note)
UTilt = Floor – 9★ (Not every character will be hit on the 9th platform)
DTilt = Floor – 1★
FSmash 1st hit no angling = Floor – 2★ (Although it can whiff vs the Noted crouching characters)
FSmash 1st hit angled down = Floor – 1★
FSmash 1st hit angled up = 1★ – 2★
FSmash 2nd hit no angling = 1★ – 2★
FSmash 2nd hit angled down = Floor – 1★
FSmash 2nd hit angled up = 1★ – 3★ (The 2nd hit's sourspot is why it's ★★★)
USmash 1st hit = Floor – 4★
USmash 2nd hit = Floor – 7★
DSmash (All 5 hits) = Floor – 1★
*SH NAir (Hyper Shield) = Floor – 7★
*SH FAir (Hyper Speed) = Floor – 8★ (The active hit-box of FAir will reach the 8th platform)
*SH BAir (Hyper Speed) = Floor – 4★
*SH UAir 1st hit (Hyper Speed) = 1★ – 6★
*SH UAir 2nd hit (Hyper Shield) = 1★ – 10★
*SH DAir 1st hit from the Floor (Hyper Speed) = Floor – 3★
*SH DAir 2nd hit from the 4th platform (Hyper Speed) = Floor – 4★
Back Slash = Floor – 5★
Back Slash Leap = Floor – 8★ (The overhead swing of BSL reaches the 8th platform)
Back Slash Charge = Floor – 5★ (The active hit-box of BSC from above Shulk reaches the 5th platform)
Air Slash 1st hit = Floor – 10★
Air Slash 1st hit (Jump) = Floor – 12★
Air Slash 1st hit (Decisive Jump) = Floor – 13★
Air Slash 1st hit (Hyper Jump) = Floor – 13★ (It's odd because Hyper Jump Shulk can land on the 14th platform)
Air Slash 2nd hit = 6★ – 13★
Air Slash 2nd hit (Jump) = 9★ – 16★
Air Slash 2nd hit (Decisive Jump) = 10★ – 17★
Air Slash 2nd hit (Hyper Jump) = 12★ – 18★
Advancing Air Slash 1st hit = Floor – 10★
Advancing Air Slash 1st hit (Jump) = Floor – 12★
Advancing Air Slash 1st hit (Decisive Jump) = Floor – 13★
Advancing Air Slash 1st hit (Hyper Jump) = Floor – 13★ (It's odd because Hyper Jump Shulk can land on the 14th platform)
Advancing Air Slash 2nd hit = 2★ – 8★ (You can hit the Barrel on the 1st platform if you delay the 2nd slash)
Advancing Air Slash 2nd hit (Jump) = 4★ – 11★ (You can hit the Barrel on the 3rd platform if you delay the 2nd slash)
Advancing Air Slash 2nd hit (Decisive Jump) = 6★ – 12★ (You can hit the Barrel on the 5th platform if you delay the 2nd slash)
Advancing Air Slash 2nd hit (Hyper Jump) = 8★ – 13★ (You can hit the Barrel on the 7th platform if you delay the 2nd slash)
Mighty Air Slash 1st hit = Floor – 10★ (MAS can hit crouched characters when both are on the Floor, but Shulk cannot hit when he's standing on the 1st platform)
Mighty Air Slash 1st hit (Jump) = Floor – 11★
Mighty Air Slash 1st hit (Decisive Jump) = Floor – 11★ (Yet DJump Art + MAS can land on the 16th platform)
Mighty Air Slash 1st hit (Hyper Jump) = Floor – 12★ (Yet the HJump Art + MAS can land on the 17th platform)
Mighty Air Slash 2nd hit = 9★ – 14★
Mighty Air Slash 2nd hit (Jump) = 12★ – 18★
Mighty Air Slash 2nd hit (Decisive Jump) = 13★ – 19★
Mighty Air Slash 2nd hit (Hyper Jump) = 15★ – 21★ (This is crazy height)
Grounded Vision = Floor – 3★
Grounded Forward Vision = Floor – 3★
Grounded Dash Vision = Floor – 3★
Grounded Forward Dash Vision = Floor – 3★
Grounded Power Vision = Floor – 3★
Grounded Forward Power Vision = Floor – 3★
FThrow = Floor – 3★
BThrow = Floor – 3★
UThrow = Floor – 6★ (Someone else would have to be very close to Shulk to be hit at Floor level & above)
DThrow = Floor – 1★ (Shulk grabbing & DThrowing someone on the 4th platform can hit a Barrel on the Floor)
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EDIT: Bonus Maximum Vertical RangeThe moves listed below are the only moves that Shulk can hit a crouching character with while they're on the Floor & Shulk is on a ★platform. These moves ALSO can hit an opponent hanging on the ledge per-say you want to ledgetrump & hit with any of these moves for when they regrab the ledge:
FSmash 2nd hit angled down -- from 1★
DSmash 5th hit -- from 1★ (Has to be fairly spaced away since it won't hit from up close underneath)
*SH NAir (Hyper Speed) -- from 1★ (You can reach from 2★ if you input the FAir upon landing with or without a Monado Art)
*SH FAir (Hyper Speed) -- from 2★ (You can reach from 3★ if you input the FAir upon landing with or without a Monado Art
*SH BAir (Hyper Speed) -- from 1★ (You can reach from 2★ if you input the BAir upon landing with or without a Monado Art)
*SH DAir 2nd hit (Hyper Speed) -- from 4★
Back Slash Leap -- from 1★ (Oddly enough, neither Back Slash nor Back Slash Charge can hit like Back Slash Leap can)
Air Slash 1st hit -- from 1★
Advancing Air Slash 1st hit -- from 1★
DThrow -- from 1★
Frame data changes (for movement):翔 (Monado Jump)
SH Air Time: 43 frames
FH Air Time: 68 frames
DJ Air Time: 70 frames
Jump Art Buffered Deactivation
SH Air Time: 57 frames
FH Air Time: 93 frames
DJ Air Time: 97 frames
D翔 (Decisive Jump)
SH Air Time: 41 frames
FH Air Time: 64 frames
DJ Air Time: 66 frames
H翔 (Hyper Jump)
SH Air Time: 39 frames
FH Air Time: 60 frames
DJ Air Time: 62 frames
Hyper Jump Art Buffered Deactivation
SH Air Time: 63 frames
FH Air Time: 104 frames
DJ Air Time: 107 frames
疾 (Monado Speed)
SH Air Time: 34 frames
FH Air Time: 51 frames
DJ Air Time: 53 frames
D疾 (Decisive Speed)
SH Air Time: 31 frames
FH Air Time: 46 frames
DJ Air Time: 48 frames
H疾 (Hyper Speed)
SH Air Time: 25 frames
FH Air Time: 37 frames
DJ Air Time: 39 frames
盾 (Monado Shield) & D盾 (Decisive Shield)
SH Air Time: 35 frames
FH Air Time: 52 frames
DJ Air Time: 54 frames
H盾 (Hyper Shield)
SH Air Time: 31 frames
FH Air Time: 46 frames
DJ Air Time: 48 frames
Here it is in a table format:
So now. With these frame values, This gives us an idea in ways of how to maneuver & manage our air time if we ever commit ourselves to a Short or Full Hop. I just wanna note that Shulk's Hard & Soft Landing Lag states vary with these as well.Art | SH Air Time | FH Air Time | DJ Air Time
翔 (Monado Jump) | 43 frames | 68 frames | 70 frames
D翔 (Decisive Jump) | 41 frames | 64 frames | 66 frames
H翔 (Hyper Jump) | 39 frames | 60 frames | 62 frames
疾 (Monado Speed) | 34 frames | 51 frames | 53 frames
D疾 (Decisive Speed) | 31 frames | 46 frames | 48 frames
H疾 (Hyper Speed) | 25 frames | 37 frames | 39 frames
盾 (Monado Shield) / D盾 (Decisive Shield) | 35 frames | 52 frames | 54 frames
H盾 (Hyper Shield) | 31 frames | 46 frames | 48 frames
Jump Art Buffered Deactivation | 57 frames | 93 frames | 97 frames
Hyper Jump Art Buffered Deactivation | 63 frames | 104 frames | 107 frames
So now, I'll list what happens if you do the following:
翔 (Monado Jump)
Short Hop, no fastfall: Hard Landing
Full Hop, no fastfall: Hard Landing
Short Hop, fastfall: Hard Landing
Full Hop, fastfall: Hard Landing
Tl:DR Verdict: If you ever SH or FH, fastfalling never hurts to try. You take the hard landing no matter what, so fastfall to make your empty hops scary.
D翔 (Decisive Jump)
Short Hop, no fastfall: Hard Landing
Full Hop, no fastfall: Hard Landing
Short Hop, fastfall: Hard Landing
Full Hop, fastfall: Hard Landing
TL;DR Verdict: Like Monado Jump, Decisive Jump is almost the same but your fastfall is more fearsome along with having more airspeed too. So crossing up behind opponents including your aerial friction upon landing allows for safer aerials on shield.
H翔 (Hyper Jump)
Short Hop, no fastfall: Soft Landing
Full Hop, no fastfall: Hard Landing
Short Hop, fastfall: Hard Landing
Full Hop, fastfall: Hard Landing
TL;DR Verdict: Your empty Short Hop no fastfall in this art is fantastic. 2 frames of a difference sounds like, "okay whatever big deal", but it goes a long way I can tell you that much. Abuse your Short Hop approaches with the superior air & fall speed this art possesses. Full Hop into fastfall isn't bad either, since you jump so high & fall so quickly, you can tomahawk just as effectively.
疾 (Monado Speed)
Short Hop, no fastfall: Soft Landing
Full Hop, no fastfall: Hard Landing
Short Hop, fastfall: Hard Landing
Full Hop, fastfall: Hard Landing
TL;DR Verdict: SHAD is decently nice option. If you choose to do nothing then you take landing lag, but you could instead input a doublejump, aerial, or special move to override the airdodge's lag. Mostly though you'll want to go for empty hop mixups into an instant landing to running grab or pivot option from out of nowhere for a surprise factor.
D疾 (Decisive Speed)
Short Hop, no fastfall: Soft Landing
Full Hop, no fastfall: Hard Landing
Short Hop, fastfall: Hard Landing
Full Hop, fastfall: Hard Landing
TL;DR Verdict: SHAD isn't great because you take landing lag for it, but you drift super far distances in return. Empty hop drifting without fast fall is your best bet if you want to optimize your mixup-game to the fullest, but fastfall doesn't hurt ofc.
H疾 (Hyper Speed)
Short Hop, no fastfall: Soft Landing
Full Hop, no fastfall: Hard Landing
Short Hop, fastfall: Soft Landing
Full Hop, fastfall: Hard Landing
TL;DR Verdict: Holy crap this is awesome. Your Short Hop approaches in this kind of way are very formidable. Sure, you don't go very high at all, but the ability to SH & fastfall and not take the Hard Landing for doing so is quite a small gift that can go a very long way. This art's mighty superior ground speed & air speed allows Shulk to glide across the stage however you see fit. The jump force being so low means that you're a very ground-heavy character during the 6 seconds but it's worth it.
盾 (Monado Shield) and D盾 (Decisive Shield)
Short Hop, no fastfall: Soft Landing
Full Hop, no fastfall: Hard Landing
Short Hop, fastfall: Hard Landing
Full Hop, fastfall: Hard Landing
TL;DR Verdict: The ability to SHAD & not take landing lag is kinda cool, but terrible air speed leaves you with a lot less joy from it per-say you wanted to do it in a Jump or Speed art. It's ight for a mixup. So stay grounded like usual, & go for empty hops into surprise dash attack or dash grab.
H盾 (Hyper Shield)
Short Hop, no fastfall: Soft Landing
Full Hop, no fastfall: Hard Landing
Short Hop, fastfall: Hard Landing
Full Hop, fastfall: Hard Landing
TL;DR Verdict: This art has the exact same Air Times as Decisive Speed, so basically it's like you're Decisive Speed except you don't have the good things. So basically SHAD is very bad. Rely on empty hops & try not to Full Hop ever, unless you want to. Otherwise, stick with being the most defensive yellow turtle you can be.
Mace said:Movement Frame Data
Dash to Neutral (Every Monado, Decisive, & Hyper art and Vanilla) | Total Frames= 33
Dash to Shield (Every Monado, Decisive, & Hyper art and Vanilla) | Total Frames= 10
Skid(this happens when you run, but decide to reset the joystick to neutral or tap down on the joystick)
Vanilla skid | Total Frames= 24
Jump art skid | Total Frames= 24
Speed art skid | Total Frames= 28
Shield art skid | Total Frames= 14
Decisive Speed art skid | Total Frames= 28
Decisive Shield art skid | Total Frames= 14
Hyper Speed art skid | Total Frames= 27
Hyper Shield art skid | Total Frames= 11
Dash Turn to Neutral(all this is, is me turning around & not doing anything else until the turn finishes)
Vanilla Dash Turn to Neutral | Total Frames= 35
Jump art Dash Turn to Neutral | Total Frames= 35
Speed art Dash Turn to Neutral | Total Frames= 39
Shield art Dash Turn to Neutral | Total Frames= 25
Decisive Speed art Dash Turn to Neutral | Total Frames= 39
Decisive Shield art Dash Turn to Neutral | Total Frames= 25
Hyper Speed art Dash Turn to Neutral | Total Frames= 39
Hyper Shield art Dash Turn to Neutral | Total Frames= 21
Dash Turn to Shield(all this is, is me turning around, holding the joystick the other way to start running in that direction, & then holding shield to see when you can act)
Vanilla Dash Turn to Shield | Total Frames= 34
Jump art Dash Turn to Shield | Total Frames= 34
Speed art Dash Turn to Shield | Total Frames= 35
Shield art Dash Turn to Shield | Total Frames= 35
Decisive Speed art Dash Turn to Shield | Total Frames= 35
Decisive Shield art Dash Turn to Shield | Total Frames= 35
Hyper Speed art Dash Turn to Shield | Total Frames= 35
Hyper Shield art Dash Turn to Shield | Total Frames= 34
A true Dash Turn(this is when you begin a dash turn & hold in that direction to have Shulk come to a halt asap. Then hold shield to see when you can act)
Vanilla | Total Frames=20
Jump art | Total Frames=20
Speed art | Total Frames=21
Shield art | Total Frames=21
Decisive Speed art | Total Frames=21
Decisive Shield art | Total Frames=21
Hyper Speed art | Total Frames=21
Hyper Shield art | Total Frames=20
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Tournament custom pre-sets :
Critical sets
1113
2113
3113
Preferential sets
1123
3123
3213
Niche
1122
3122
Optional (for EVO, really)
1213
2123
*New sets are being decided on!*
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