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Meta Shulk Match-Ups: Directory/General Discussion – Engage the Enemy

darry90

Smash Rookie
Joined
Jul 4, 2015
Messages
13
hey I was wondering if someone can help me with my tink mu? i have trouble playing against him and i was wondering what i could do to beat him
 

Claxus

Smash Apprentice
Joined
Oct 8, 2014
Messages
168
Location
Gone Mechin'
NNID
Claxus
3DS FC
0146-8714-8870
hey I was wondering if someone can help me with my tink mu? i have trouble playing against him and i was wondering what i could do to beat him
It can be a pretty annoying matchup for Shulk. Projectiles and mobility, two of Shulk's biggest struggles... That said, your biggest advantage here is outranging Toon Link when it comes to melee, but half the battle is getting to him.

There's a few ways to approach him. First, Jump is amazing at closing distance and bypassing walls of projectiles. I'm sure you know that. Ironically, this is the least effective, because Sm4sh favors the lower ground. Still, it's an option, just try to make good landings, don't throw out N-Airs every time, it's okay to just land around them repeatedly without attacking to harass their personal space.

Speed is your best bet, running and shielding in bursts. It's a little tricky approaching horizontally, but if you get the hang of inching closer while blocking, you can slowly corner them or force them to try and jump around. Shield... I've found it works similarly to Speed. Just walk up to them blocking everything. It's pretty fun, really. Same as Speed, much slower pace, and you won't have to worry about your bubble shield much. You'll eventually reach them.

A big part of the matchup is just not getting impatient. It's easy to try and run in with a grab, or dive in from up high with N-Airs, but you have to sort of pressure their space until they'll play your game, because Shulk getting hasty is really punishable. Wade through projectiles until you're confident you can get the close range advantage, and try to stay around that space then.

It may be worth noting that Shulk can easily cut through Toon Link's projectiles with his aerials. It's not typically practical, but sometimes you can disrespect that boomerang throw you know is coming. And if your opponent gets very confident, don't forget about Back Slash and Vision. Back Slash can push your momentum that extra bit when they think they can punish your landing with an arrow, and such. Using Vision on projectiles at the right time can actually turn careless use of projectiles into a good way of 'manually' using Visions. Just remember it's punishable, too, despite being a great unblockable attack.

I mean... all this is general advice, but honestly, there's just not much Shulk can do against projectile heavy characters who play defensively. But basically, try to approach them from the ground. The main reason I say this is because aerial approaches are really easy to roll away from. If you try to jump towards them all the time, they can just rollrollroll and keep throwing things at you, so I think as a Shulk player, it's important to learn how to stay patient and make your way to an opponent from the ground. Especially the kind of (Toon) Link player that loves to try and roll away or past your when you start cornering them. Shulk's Down Smash is the god of roll punishing... and if they try to jump, you have all kinds of great aerials and Up Tilt to keep them pinned.
 
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Masonomace

Yeah Shulk, get stuck in!
Joined
Apr 10, 2010
Messages
4,622
Location
Independence, MO
NNID
Masonomace
I know this thread is super dead, & I don't mean to give it a bump, but I'm just gonna post this for something to keep around that's going to be easy for me to find & use again. This pertains to the :4yoshi: MU.

Note: Here's a almost-year old reference to what I helped lab for Yoshi boards in regards to Shulk's aerials almost breaking Yoshi's doublejump heavy armor. This image you'll see in the spoiler below has a table with info talking about the very last percent that won't break his heavy armor jump. So if you see Vanilla's Nair Blade hitbox show a "93", that means it won't break heavy armor on that percentage, but on 94% it will.

Basically, the data / tables found at the very bottom show are the first percentage that our said move breaks through Yoshi's doublejump heavy armor. So if say, Vanilla's Nair Blade hitbox shows a "88", then it means that starting from 88% & onward you will break the heavy armor. Blade is this color. Beam is this color. And Sakurai is this color (Dair Hit 2 has a Sakurai angle when you're in front of the attack & not meteor'd down).

Now, for the recent data table:


I'm not done, but just showing ya what I've done for now with this labbing focus to Yoshi doublejump just now. I'm going to leave a spoiler below to have what I was working on so I don't have to delete it, & so I can come back to it & edit in new data I discover later on.

| 普(Vanilla) | 疾(Speed) | 盾(Shield) | 斬(Buster) | (Smash)
Jab3 | 79 / (71.5)72% | 80 / 72% | (80.5)81 / (72.5)73% | (189.5)190 / (202.5)203% | 45 / (30.5)31%

Dash Attack | 37% | 39% | 40% | (108.5)109% | 18%

Ftilt | 62 / (71.5) 72% | (64.5) 65 / (73.5) 74% | 66 / 75% | 114 / (130.5) 131% | 50 / (56.5) 57%

Utilt | 44 / (64.5) 65% | (45.5) 46 / 66% | (46.5) 47 / (66.5) 67% | (127.5) 128 / (163.5) 164% | 20 / 35%

Dtilt | (73.5) 74 / 93% | (75.5) 76% / (94.5) 95% | (76.5) 77 / 95% | 149 / 186% | (52.5) 53 / (65.5) 66%

CHARACTER | Jab3 | Dash Attack | Ftilt | Utilt | Dtilt | Fsmash Hit 2 (↑angle) | Fsmash Hit 2 (←/→/↓) | Usmash Hit 2 | Dsmash Hit 1
普(Vanilla) | 79 / (71.5)72% | 37% | 62 / (71.5) 72% | 44 / (64.5) 65% | (73.5) 74 / 93% | (39.5) 40 / 47% | 46 / 54% | 42% | 37 / (51.5) 52% 疾(Speed) | 80 / 72% | 39% | (64.5) 65 / (73.5) 74% | (45.5) 46 / 66% | (75.5) 76% / (94.5) 95% | (42.5) 43 / (49.5) 50% | (48.5) 49 / 56% | (44.5)45% | 40 / 54% 盾(Shield) | (80.5)81 / (72.5)73% | 40% | 66 / 75% | (46.5) 47 / (66.5) 67% | (76.5) 77 / 95% | (43.5) 44 / (50.5) 51% | (49.5) 50 / 57% | 46% | 41 / 55% 斬(Buster) | (189.5)190 / (202.5)203% | (108.5)109% | 114 / (130.5) 131% | (127.5) 128 / (163.5) 164% | 149 / 186% | (78.5) 79 / 91% | (88.5) 89 / 102% | (90.5)91% | (85.5) 86 / 114% (Smash) | 45 / (30.5)31% | 18% | 50 / (56.5) 57% | 20 / 35% | (52.5) 53 / (65.5) 66% | 32 / 37% | 37 / (42.5) 43% | 31% | (26.5) 27 / (35.5) 36%

↓ NEEDS RECHECKING WITH CALCULATOR ↓
CHARACTER | Nair | Fair | Bair | Uair Hit 2 | Dair Hit 2
普(Vanilla) | 88 / 78% | 74 / 90% | 55 / 85% | 45 / 61% | 101 / 109 / 58% 疾(Speed) | 90 / 80% | 76 / 91% | 58 / 87% | 47 / 63% | 104 / 112 / 60% 盾(Shield) | 90 / 81% | 77 / 92% | 59 / 88% | 48 / 63% | 105 / 113 / 61% 斬(Buster) | 172 / 153% | 153 / 184% | 107 / 160% | 107 / 140% | 165 / 176 / 131% 撃(Smash) | 64 / 57% | 51 / 62% | 43 / 64% | 29 / 38% | 85 / 92 / 38%

CHARACTER | Front Scratch (Front Hit) | Front Scratch (Front Landing) | Back Scratch (Back Hit) | Back Scratch (Back Landing) | Air Slash Hit 2
普(Vanilla) | (77.5) 78 / (86.5) 87% | (★83.5) 84 / ★93% | (42.5) 43 / 52% | ★51 / 62% | 57%

疾(Speed) | (79.5) 80 / (88.5) 89% | ★85.5 / 95% | (45.5) 46 / (54.5) 55% | ★54 / (64.5) 65% | 58%

盾(Shield) | (80.5) 81 / (89.5) 90% | (★86.5) 87 / 96% | (47.5) 48 / 56% | (★55.5) 56 / 66% | (58.5)59%

斬(Buster) | ★142 / 158% | (148.5) 149 / (164.5) 165% | 82 / (97.5) 98% | (93.5) 94 / (111.5) 112% | (119.5)120%

撃(Smash) | (60.5) 61 / 67% | (66.5) 67 / (73.5) 74% | (35.5) 36 / 42% | 43 / 51% | 39%

NOTE: I did not include things like Jab1, Jab2, Fsmash Hit 1, Usmash Hit 1, Uair Hit 1, Dair Hit 1, & Air Slash Hit 1 because all of these moves are set knockback. Yoshi's doublejump possessing heavy armor means he could armor through it all at 999% & could revenge punish with anything while we're stuck in our self-hitlag. So no point, right?
 
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