- Make Jab come out on Frame 4 instead of Frame 5 and rework it so that floaties can't fall out of it. This gives him a quick grounded option to work with. Shulk's jab is already the most damaging, non-infinite jab in the game as long as he doesn't have Shield or Smash active and it's range is good, so that's why I'd say Frame 4 instead of Frame 3. We wouldn't want to risk Shulk's meta to be demoted to simply jabbing over and over again. In addition to this, the hitboxes and timing should be reworked so that floaties can't escape the third hit so easily.
- Make F-Tilt come out on frame 9 (3 frames earlier), U-Tilt come out on frame 10 (1 frame earlier), and D-Tilt come out on Frame 8 (2 frames earlier). I feel they are too weak for how long they take to come out, but making them much faster isn't a good idea due to their behemoth range. F-Tilt gets the biggest improvement due to the fact that it is, in my opinion, the most situational of his tilts at the moment. It could now possibly be used as a way to punish approaches and rack up damage. U-Tilt got the smallest buff due to how amazing of an anti-air it is. The very slight increase in startup will allow it to start hitting opponents slightly lower than before, giving Shulk and easier time catching short characters' short hop aerials. D-Tilt got the middle buff. It's now a move that is extremely quick for the amount of range it has, but is pretty weak.
- Reduce F-Tilt's KBG in order to compensate for the better frame data. It wouldn't be missed too much. I tend to kill the most with Shulk off of edgeguards, Smash Art throws, or landing a hit with Smash Art. I rarely see Shulks kill with this move either. Sacrificing an extremely situational kill tool is more than worth better frame data in my book.
- Give F-Tilt and U-Tilt less ending lag. These are tilts, not Smash attacks. Let's make them a bit quicker, shall we?
- Make Dash Attack start up somewhere between Frame 12-13 instead of Frame 15 and slightly reduce the ending lag. It's a kill move, so we can't make it too fast, but I feel speeding it up a little bit couldn't hurt. Also, rework the hitboxes to remove the blind spots on it. This move tends to miss a lot more than it should.
- Give the first hit of F-Smash transcendent priority so that it can't trade with jabs. There is absolutely no reason why this buff shouldn't have happened. You want to know why? Because, not only does the first hit of Up Smash HAVE transcendent priority, it has also had it since the VANILLA GAME! What?! This makes absolutely no sense! Why would you give one transcendent priority and not the other, Sakurai? They are basically the same exact move except, in one, the Monado is horizontal and, in the other, the Monado is vertical. Why would they both not have transcendent priority? Heck, even if the development team accidentally forgot to do this, they could've easily added it in another patch. But, no. They didn't. Instead, we get an extra 0.5% on all of our moves.Thanks, Sakurai...
- Give the sixth hit of Down Smash a hitbox. Now, we're getting into the other, much less talked about reason why Shulk is low tier: his poor hitboxes. A lot of Shulk's hitboxes don't match the actual attack animations. As a result, sometimes, during an attack, the Monado will slice through opponents and absolutely nothing will happen. They'll just stand there all normally as if a sword isn't being stabbed through their body. This is because the hitboxes on the attack have gone away, despite the animation suggesting otherwise. Shulk's Down Smash is a great example of this. By looking at the attack, it appears Shulk swings the Monado around him and hits opponents six times, three on each side of him. However, the final hit in back of him has absolutely no hitbox attached to it what-so-ever. It's essentially just fancy looking endlag. Give this sixth hit a hitbox. There is no reason why it shouldn't have one. If the move was supposed to have five hits, then the animation would only show five hits. Besides, by adding this sixth hit and increasing the length of the attack, this would cut down the attack's endlag, too.
- Give ALL moves hitboxes that properly match their animations. This is one of my biggest pet peeves in all of Smash. It isn't just Shulk who has this issue. Zelda has it. Samus has it, but used to have it much worse. Mewtwo used to have it way worse than anybody before he got buffed. It's just infuriating to see characters suffer from this because it's really poor game design. These fancy animations are supposed to show us where and when an attack is hitting so we can either try to hit our opponents with it or avoid it ourselves. The hitboxes and animations need to match up with one another. It's so lazy of the developers to let stuff like this into the final game AND do nothing about it with the patches. We shouldn't have to hack your game and install hitbox mods just to see when and where our attacks hit. That's what the animations are for. Shulk has this all over the place. It needs to get fixed and not just for him. For everybody. It's unfair to the players of these characters to have to put up with this when we've spent our good money on your game. Fix this issue that should've been fixed long before this game released.
- Give all of Shulk's aerials the ability to autocancel. So, we go from one pet peeve to another: Shulk's autocancel windows, or lack thereof. Shulk is the ONLY character in Smash 4 who cannot autocancel any of his aerials. His fastest cancelling aerial is forward aerial which cancels from frame 57 onwards... a full 15 frames after you can act out of it with another move. The other four are absolutely embarrassing. Neutral aerial cancels from frame 80 onwards, back aerial and up aerial both cancel from frame 79 onwards, and down aerial cancels from frame 78 onwards. You want to know how long that is? It's so long that Shulk can preform the attack, put the Monado on his back, and reenter his generic falling animation. However, even at this point, it still isn't enough. If you touch the ground too quickly, the Monado will magically warp into Shulk's hands as he takes landing lag. Really, Sakurai? I'm not saying we need Cloud level autocancels here. Remember, we still have MALLC. However, reasonable autocancels aren't too much to ask. Frame 80 is absolutely absurd. Just make it so that when Shulk puts the Monado on his back, he can actually land on the ground without it magically teleporting into his hands and forcing him to take landing lag.
- Make Neutral Air start up at Frame 7 and allow it to be interrupted quicker. Neutral air is a very solid move. It has a lingering hitbox that covers a very wide area. It's a useful combo starter and it's ten frames of landing lag make it very hard to punish. However, the move still has its issues. First of all, it's startup. This move has the same range as Cloud's neutral aerial and it does either 0.5% more or 0.5% less damage (without art modifications) depending on how you space it. However, Cloud's NAir starts up at frame 5 while Shulk's starts up at frame 13... Yep... Balance. So, let's fix that up. We'll make NAir come out at frame 7. While this may seem a little fast for how Shulk is supposed to be designed, I don't think it is. Remember, the hitbox starts behind Shulk, meaning a lot more time is going to pass before it reaches in front of him. Besides, it's not like it's an extremely powerful move and it has the worst range of all of Shulk's aerials. In addition to that, make this move be able to be interrupted quicker. It shouldn't be practically a death sentence to perform it offstage.
- Make Forward, Up, and Down Air start up at Frame 12-13. Frame 14 seems a very tad bit slow for all of these attacks. Giving them a good 1-2 frames of decreased startup should help a bit. They can't start up too quick, though, because their range is absolutely extreme.
- Improve Up and Down Air so that they link together better. This may be hard to do, as the fact that Shulk is moving is often what causes opponents to pop out of the attack between the first and second hits. However, the increased duration of the first hit that would come from the hitbox fixing buff could help. Maybe give the hitboxes slightly more horizontal coverage in order to help.
- Give Shulk increased Aerial Acceleration and Velocity when under the effects of Jump Art. This is one of those things that I don't get how it wasn't actually put into the game. Jump Art allows Shulk to move through the air better. So, increase his aerial acceleration and velocity to give him the ability to have a better influence over his direction while in mid-air.
- Allow Back Slash to ledge sweetspot. It sucks when I want to put on an art as I come back to the stage and I accidentally hold forward too much, causing me to hear that dreaded cry of "BACK SLASH!" and watch as Shulk plummets to his doom. I'm not the only one who's had experiences with this. Everybody knows that this can't sweetspot the ledge because everybody has tried it.
- Make Back Slash Great Again! I loved Back Slash in Xenoblade. But, it kind of sucks in Smash. It requires a huge amount of precise timing and luck to hit an opponent's back. However, the front hit just doesn't have enough oomph to justify going for it. I'm not really sure how you'd fix it. You could go the making it more powerful route or you could go the decreasing the lag route. Just make it more useful, though.
- Completely stop opponents when they get countered by Vision AND make Shulk hover during aerial Vision. Currently, when Shulk counters an opponent with Vision, they continue to move very slowly (as if they were in Witch Time) as he strikes. However, this can lead to some issues, especially in the air. Whenever I counter in the air, I find that my opponent tends to move out of the way of my attack due to a combination of gravity and the momentum that they already have. This shouldn't be the case. I expect to be rewarded by reading an opponent and countering it. In addition to that, Shulk's counter is extremely good for mindgames due to just how long it stays out. So, this is my solution. Completely stopping the opponent when they get visioned would prevent them from slipping out of the attack's way and causing Shulk to ignore gravity during the attack while in the air would prevent him from falling out of the way. Therefore, there's no issues with missing.