Masonomace
Yeah Shulk, get stuck in!
- Shulk jargon to help acquaint you with terms you may not have heard before
- Lots of data
- Two important game-play mechanics: The Monado arts & The Monado
- Shulk's move-set Maximum Horizontal & Vertical Ranges
- Move-set damage tables including custom specials
- Statistic tables about the Monado arts, Decisive arts, & Hyper arts
- About Vision, Dash Vision, & Power Vision
- Damage multiplier calculations featuring the Art multipliers & Vision multipliers
- Getting a feel for the Monado Arts (Mastering switching the Arts)
- Monado arts utility
- Shulk's neutral
- Shulk's advantage
- Shulk's disadvantage
- Art synergy
- Ledge trapping with the Monado
Shulk Jargon
Front = the area pertaining to the front-facing damage of Dsmash or Back Slash
Back = the area pertaining to the back-facing damage of Dsmash or Back Slash
Startup = the 1st phase aka hitbox near the beginning of BS
Initial = the 1st portion out of the 2 portions in BS's Startup
Final = the 2nd portion out of the 2 portions in BS's Startup
Falling = the 2nd phase aka hitbox near the middle of BS
Landing = the 3rd phase aka hitbox near the end of BS
Base / Hilt = Rarely occurs, but it's located within the Blade portions of a few attacks
Blade = mostly the sweetspot; the Blade is visually the Monado itself in most of Shulk's attacks
Beam = mostly the sourspot; the Beam is visually located in most of Shulk's attacks
Tipper = Rarely occurs, but it's located within the Beam portions of a few attacks
Fsmash1 = Forward smash first hit
Fsmash2 = Forward smash second hit
Uair1 = Up air first hit
Uair2 = Up air second hit
Dair1 = Down air first hit
Dair2 = Down air second hit
Vanilla = No Monado Art active
MArts = Monado Arts
Monado Jump
Monado Speed
Monado Shield
Monado Buster
Monado Smash
BS = Back Slash
\ = Back Slash
AS = Air Slash
AS1 = Air Slash first hit
AS2 = Air Slash second hit
Vision = Shulk's Down Special counter attack
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Jump Frame Data
Air Times
普 (Vanilla)
SH Air Time = 39 frames
FH Air Time = 60 frames
DJ Air Time = 62 frames
翔 (Monado Jump)
SH Air Time = 43 frames
FH Air Time = 68 frames
DJ Air Time = 70 frames
疾 (Monado Speed)
SH Air Time = 34 frames
FH Air Time = 51 frames
DJ Air Time = 53 frames
盾 (Monado Shield)
SH Air Time = 35 frames
FH Air Time = 52 frames
DJ Air Time = 54 frames
Jump Art Buffer Cancel
Perfect JABD SH Air Time = 57 frames
Perfect JABD FH Air Time = 93 frames
Perfect JABD DJ Air Time = 97 frames
Fast Fall Air Times
普 (Vanilla)
Perfect SHFF Air Time = 27 frames | Fastfall begins on frame 21
Perfect FHFF Air Time = 44 frames | Fastfall begins on frame 30
Perfect DJFF Air Time = 46 frames | Fastfall begins on frame 31
翔 (Monado Jump)
Perfect SHFF Air Time = 31 frames | Fastfall begins on frame 23
Perfect FHFF Air Time = 50 frames | Fastfall begins on frame 32
Perfect DJFF Air Time = 51 frames | Fastfall begins on frame 33
疾 (Monado Speed)
Perfect SHFF Air Time = 23 frames | Fastfall begins on frame 18
Perfect FHFF Air Time = 37 frames | Fastfall begins on frame 26
Perfect DJFF Air Time = 38 frames | Fastfall begins on frame 27
盾 (Monado Shield)
Perfect SHFF Air Time = 24 frames | Fastfall begins on frame 19
Perfect FHFF Air Time = 38 frames | Fastfall begins on frame 27
Perfect DJFF Air Time = 40 frames | Fastfall begins on frame 28
Soft Landing & Hard Landing
Hard Landing Lag is seen on the right side of the image below, which looks like he's taking a kneel down with his right knee to the floor upon landing with a larger circular wave of smoke. In any art especially Jump art, this happens when you empty short hop & fast fall too early, full hop with & without fast falling, & doublejumping with & without fast falling.
Either state of landing lag will occur unless an aerial, airdodge, or a special move is used resulting with a different kind of landing. Shulk's airdodge landing lag animation is identical to his Hard Landing Lag state you see on the right, but airdodge landing lag is more suffering. Even the one autocancel that Vanilla Shulk & Jump Shulk share which is full hop forward air suffers Hard Landing Lag, so the one shared Fair autocancel is not very helpful or impressive.
Here's some sort of Venn diagram showing what option gets what kind of lag state:
*NEW* short hop fastfall labbing
I've lead to believe myself this whole time that whenever you input a fastfall during a Short Hop, you'd always get Hard Landing Lag. However, this self-assumption that I've chosen to put trust in due to my lack-off labbing has been recently been debunked, sort of. You can't apply a fastfall early. . .you just have to reserve enough air time frames before you land too quickly. This works with every art except for Monado Jump because Jump art always suffers Hard Lag when you use a short or full hop, so don't worry about trying to get Soft Lag with Jump.
普 (Vanilla): short hop fastfall begins as soon as frame 21 | SH air time is 39 frames.
-Input a fastfall within the frame 33-39 window to get the Soft Landing. Otherwise, a fastfall input within the frame 21-32 window induces Hard Lag.
疾 (Monado Speed): short hop fastfall begins as soon as frame 18 | SH air time is 34 frames.
-Input a fastfall within the frame 27-34 window to get the Soft Landing. Otherwise, a fastfall input within the frame 18-26 induces Hard Lag.
盾 (Monado Shield): short hop fastfall begins as soon as frame 19 | SH air time is 35 frames.
-Input a fastfall within the frame 28-35 window to get the Soft Landing. Otherwise, a fastfall input within the frame 19-27 induces Hard Lag.
Short Hop Airdodge
普 (Vanilla) & 盾 (Monado Shield)
Summary: Both Vanilla & Shield art's SHAD autocancel, which is pretty neat. Vanilla's full-on drifting SHAD has average airspeed that can travel about 1/3 length of FD, while Shield art's full-on drifting SHAD has very poor airspeed that travels about 1/6 length of FD. Rolling overall covers about 1/5 length of FD, so there's that comparison. Shield art's SHAD is meh as a mixup but a decent evade option for if you ever feel like not using your godly bubble shield. Stay grounded like usual, & go for empty hops into surprise dash attack or dash grab. The only differences between Vanilla & Shield art is whether you'd choose to be closer to the ground with smaller short hops traveling less distance, or be in the air for a little longer with a higher short hop traveling more distance. For how defensive Shield art is though, I'll give a quick math rundown: out of the 35 total frames of air time in Shield art's SH, only the first two frames of air time followed by the 7 air time frames after AD intangibility finishes including the two frames of Soft Lag. . .you're only vulnerable for a total of 9 air time frames plus two landing lag frames before holding shield. Vanilla is vulnerable for a total of 12 air time frames plus two landing lag frames before holding shield. The comparison isn't much, & the You decide~
翔 (Monado Jump)
Summary: An empty Short or Full Hop induces Hard Landing so applying fastfall is not a bad option, but there are trade-offs whether you do or don't apply it. Jump art's SHAD autocancels with Hard Lag, but one full-on drifting SHAD covers about 1/2 length of FD using amazing airspeed & the sliding friction across the ground upon landing. With this, you can really make it hard for someone to hit you which is great since you take additional damage from being hit in Jump art anyhow! The cost of using a AD in your SH is that you can't fastfall at all, so you sacrifice mixup aggression that makes Jump art's SH fearsome in Neutral. The trade-off of using SHAD over SHFF is that despite your SHFF mixups become unusable, SHAD is only vulnerable during the first two frames of air time followed by the 15 frames of air time after AD intangibility finishes (this is a total of 17 remaining vulnerable frames of air time out of 43 total frames of air time). The SHAD's landing slide across the ground is large & the defensive nature of the input maintains a high level of safety that not very many characters could contest in hopes to punish you.
疾 (Monado Speed)
Summary: SHAD on its own without anything else is pretty bad because of the fact that you take airdodge landing lag, which is 21 frames. On the other hand, it's not a bad option if you choose to buffer input a doublejump, aerial, or special move before landing so that you don't take airdodge's horrendous landing lag. The better options to input after a SHAD would be Nair for the low landing lag, or to doublejump towards or away from your opponent. Although, a special move given the right moment can be effective too. Mostly though for Speed art 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. The SHAD itself will cover a little over 1/3 length of FD (the third SHAD lands on the ground, sliding off the ledge, only suffering some of the airdodge landing lag).
Jump height table with rankings
I used a custom stage consisting of a platform floor, two solid ledges, & platforms stacking upward 1 grid unit apart reaching 27 platforms high. Whichever platform Shulk landed on was how high he reached.
Key
SH = Short Hop
FH = Full Hop
DJ = Double Jump
LJ = Ledge Jump
SBJ = Shield Break Jump (when your shield breaks)
TFJ = Tapped Footstool Jump (when you only tap the jump button during the footstool)
HFJ = Held Footstool Jump (when you hold down the jump button during the footstool)
AS1 = 1st hit of Air Slash
AS2 = 2nd hit of Air Slash
BS = Back Slash
SH | 3 | 5 | 2 | 2 | 6
FH | 7 | 10 | 5 | 5 | 12
DJ | 7 | 10 | 5 | 5 | 12
LJ | 7 | 9 | 7 | 7 |
SBJ | 8 | 6 | 8 | 8 |
TFJ | 6 | 4 | 6 | 6 |
HFJ | 12 | 9 | 12 | 12 |
AS1 | 9 | 12 | 9 | 9 |
AS2 | 2 | 3 | 2 | 2 |
BS | 2
Short Hop
Full Hop
Double jump
Ledge jump
Shield break jump
Tapped footstool jump
Held footstool jump
1st hit of Air Slash
2nd hit of Air Slash
- Jump Buffered Deactivation
- Jump
- Vanilla
- Shield
- Speed
Full Hop
- Jump Buffered Deactivation
- Jump
- Vanilla
- Shield
- Speed
Double jump
- Jump Buffered Deactivation
- Jump
- Vanilla
- Shield
- Speed
Ledge jump
- Jump
- Vanilla, Speed, & Shield
Shield break jump
- Vanilla, Speed, & Shield
- Jump
Tapped footstool jump
- Vanilla, Speed, & Shield
- Jump
Held footstool jump
- Vanilla, Speed, & Shield
- Jump
1st hit of Air Slash
- Jump
- Vanilla, Speed, & Shield
2nd hit of Air Slash
- Jump
- Vanilla, Speed, & Shield
- I used Mega Man holding his Metal Blade item for testing footstool heights. First I had him stand on the platform 1 grid unit below the floor platform, then left him crouching. Next, Shulk stands on the floor platform & walks over to be directly above Mega Man crouching. Shulk doesn't make make Mega Man move, so technically his hurtbox is just below the floor platform's height, & when I have Shulk drop through the floor platform for this testing, I do it as if I'm testing doublejump heights. Thank you @Tuen for this helpful suggestion
- Monado arts don't affect the movement for Back Slash
Movement Frame Data
Dash to Neutral as 普 翔 疾 盾 斬 撃 | Total Frames= 33 / FAF: 34
Dash to Shield as 普 翔 疾 盾 斬 撃 | Total Frames= 10 / FAF: 11
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 / FAF: 25
Jump art skid | Total Frames= 24 / FAF: 25
Speed art skid | Total Frames= 28 / FAF: 29
Shield art skid | Total Frames= 14 / FAF: 15
Slow Run to Skid (this happens when you run & then set your joystick to a diagonal direction, then reset the joystick to neutral or tap down on the joystick)
Vanilla slow run to skid | 15 Total Frames / FAF: 16
Jump art slow run to skid | 15 Total Frames / FAF: 16
Speed art slow run to skid | 17 Total Frames / FAF: 18
Shield art slow run to skid | 8 Total Frames / FAF: 9
Dash Turn to Neutral (all this is, is me turning around & resetting the joystick to neutral until the turn finishes)
Vanilla Dash Turn to Neutral | Total Frames=35 / FAF: 36
Jump art Dash Turn to Neutral | Total Frames=35 / FAF: 36
Speed art Dash Turn to Neutral | Total Frames=39 / FAF: 40
Shield art Dash Turn to Neutral | Total Frames=25 / FAF: 26
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 / FAF: 35
Jump art Dash Turn to Shield | Total Frames=34 / FAF: 35
Speed art Dash Turn to Shield | Total Frames=35 / FAF: 36
Shield art Dash Turn to Shield | Total Frames=35 / FAF: 36
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 / FAF: 21
Jump art | Total Frames=20 / FAF: 21
Speed art | Total Frames=21 / FAF: 22
Shield art | Total Frames=21 / FAF: 22
Floor Frame Data
Floor Getup | 1-22 | | 29 | 30
Floor Attack | 1-22 | 17-18 and 21-22 | 45 | 46
Floor Front forward roll | 1-19 | | 35 | 36
Floor Front back roll | 1-24 | | 35 | 36
Floor Back forward roll | 1-21 | | 35 | 36
Floor Back back roll | 1-22 | | 35 | 36
Taunt Frame Data
Up taunt | "Now it's Shulk time!" | 119 | 120
Side taunt | "I'm really feeling it!" | 79 | 80
Down taunt | "This is the Monado's Power!" | 89 | 90
Throw Frame Data
Fthrow | frame 15-16 | 7 frames | 1.2x | frame 16 | 21 | 37 | 38
Back throw | frame 18-19 | 7 frames | 1.2x | frame 20 | 24 | 44 | 45
Up throw | frame 20-21 | 9 frames | 1.5x | frame 22 | 25 | 47 | 48
Down throw | frame 23-24 | 7 frames | 1.2x | frame 25 | 18 | 43 | 44
Item Toss Data
Dash Toss | frame 6 | 37 | 38
Neutral Toss (Ground) | frame 10 | 24 | 25
Neutral Toss (Air) | frame 10 | 24 | 25
Forward Toss (Ground) | frame 10 | 24 | 25
Forward Toss (Air) | frame 10 | 24 | 25
Back Toss (Ground) | frame 13 | 24 | 25
Back Toss (Air) | frame 14 | 24 | 25
Up Toss (Ground) | frame 15 | 23 | 24
Up Toss (Air) | frame 14 | 23 | 24
Down Toss (Ground) | frame 8 | 19 | 20
Down Toss (Air) | frame 8 | 19 | 20
Two important game-play mechanics
1. The Monado Arts 普 » 翔 » 疾 » 盾 » 斬 » 撃 » 翔
Shulk possesses five arts & each one affect his game-play in one way or another. The Monado art's cycle remains the same goes in order seen above. Pressing the special button multiple times will cycle through the arts, & choosing one requires waiting for the art to activate itself, enhancing & reducing several stats for some time.
Monado arts have their respective buffs & debuffs, yet some of the arts appear to possess more drawbacks than strengths. Nonetheless, an art's temporary buffs can be used in conjunction to the current moment in battle we deem it appropriate to our cause. There are moments we can even adapt to & utilize the debuffs as a strength, so as long as we stay conscious & aware of the fight at hand with all of the Monado arts in mind, victory can be assured. Monado arts are truly core to Shulk's metagame.
Key (Unfinished)
-Jump height: the height reached through jumping, mostly affected by a Short Hop, Full Hop, Doublejump, & ledge-jump
-Air speed: the distance traveled moving left or right while in midair
-Fall speed: the distance traveled moving downwards in midair
-Air Slash height: how high Shulk travels when using his Air Slash, Advancing Air Slash, & Mighty Air Slash
-Damage taken: the resistance to taking regular damage
-Ground speed: how fast you move through a grounded movement option. Mostly affects dashing, walking, & running
-Traction: a measure of how long it takes to stop moving from a sideways force when grounded
-Damage dealt: attacking an opponent's hurt-box or their bubble shield. More damage also deals greater shield knockback
-Knockback taken: the amount of knockback the user resists against an attack
-Shield health: the amount of HP your bubble shield has
-Shield regeneration: the rate of HP your bubble shield regenerates per second
-Knockback dealt: the amount of knockback your attack deals to an opponent's hurt-box
| Air speed
| Fall speed
| Air Slash height 疾 (Monado Speed) | Ground speed | Damage dealt (–20% = 0.80x)
| Air speed | Jump height
| Traction aka Friction 盾 (Monado Shield) | Damage taken (–33% = 0.67x) | Damage dealt (–30% = 0.70x)
| Knockback taken | Jump height
| Shield health (~63 HP) | Ground speed
| Shield regeneration | Air speed 斬 (Monado Buster) | Damage dealt (+40% = 1.4x) | Damage taken (+13% = 1.13x)
| | Knockback dealt 撃 (Monado Smash) | Knockback dealt | Damage dealt (–50% = 0.5x)
| | Knockback taken
Info & tips about the Monado arts (Unfinished)
∙Once you've pressed the special button once displaying Monado Jump, Shulk cannot use his other specials while an art is displayed behind / overhead Shulk. You must wait until the colored kanji character activates with a particular sound being heard including the large flash that occurs, which can also be seen by Shulk's character portrait at the bottom of the screen.
∙It's wise activating an advantageous art while you're off-stage. Pay attention to the activation indicators so that you prevent yourself from ruining Shulk's recovery. Inputting Air Slash too soon before the art's activation results in cycling to the next art in the order, & without a reserved doubeljump, you're in deep trouble. However, it's safe to art shuffle if you know you'll reach the ledge by drifting with a reserved doublejump.
∙Shulk can cycle to or deactivate an art during or while:
- Standing, Walking, Dashing, Running, Dash dancing, Drifting, Falling, Fastfalling,
- Z-Dropping, Z-Catching
- Short hopping, Full hopping, Double jumping, Footstool jumping
- Hitstun, Landing Lag, RCO Lag, Multi-hitting attacks, Flinching, Tumble falling, Tumbling after walking off carrying a heavy item, Reeling
- Jump squat animation, Footstool jump squat animation
- Skidding, Turning around, Crouching, Reverse Aerial Rushing, Swimming, Platform dropping, Shield platform dropping, Pivot Landing
- Staying on the revival platform
- Hitlag, Clash, Buried, Frozen, Sleeping
- Special falling, Edge slipping tumble falling, Footstool's tumble falling, Shield break falling
- Shielding, Perfect shielding, Shield drop, Rolling, Spot dodge, Air dodge, Neutral tech, Rolling tech, Wall tech, Ledge tech, Wall jump tech, Ceiling tech
- Standing grab, Dash grab, Pivot grab, All directional throws, Pummel
- Any kind of Item Throw
- Jabbing, Dash Attack, Tilts, Smashes, Aerials, other Specials, Taunting
- Floor Get-Up, Floor Rolling, Floor Attack, Tripping, Trip Attack
- Ledge Hanging, Ledge Climbing, Ledge Attacking, Ledge Rolling, Ledge Jumping
∙Shulk performs a pose for each Monado art, & each pose performed has a intangibility frame window starting from frame 1 - 14. If you interrupt the pose Shulk performs with any input, you reduce the amount of intangibility received from the art's activation.
∙Monado arts have a duration around 16 seconds without deactivation, & after an art deactivates it goes on around a 10 second cooldown before the art refreshes & can be activated again. When you cycle to an art on cooldown, it becomes gray.
∙You can deactivate a Monado art by either pressing the specials button 3 consecutive times, or by holding the button down. Holding the specials button down deactivates the art in exactly 1 second, but you cannot press any other button or move the joystick. Basically, there's limited utility to holding instead of consecutive pressing.
∙Two Monado arts cannot be active at one time nor will a former Monado art's stat effects carry over to the latter Monado art activated.
∙Despite that a Monado art's buffs & debuffs don't carry over to the next art, a mobile-based art such as Jump Speed or Shield that's deactivated airborne or on the ground can still carry over their air speed or ground speed movement to Vanilla Shulk. This is more commonly seen with Monado art buffered deactivation. To do this, you buffer the art's deactivation out of any kind of lag such as a throw, shield drop, dodge option, or an attack by consecutively pressing the special button three times & then proceed to perform your movement option. Examples include:
- Jump art buffered deactivation out of Uthrow into Full Hopped Uair
- Jump art buffered deactivation out of ledgejump into doublejump + aerial for whatever reason
- Jump art buffered deactivation out of shield drop into Short Hopped Fair
- Jump art buffered deactivation out of survival DI'ing towards the stage
- Speed art buffered deactivation out of Dthrow into dashing jump cancel Usmash
- Speed art buffered deactivation out of shield drop into walking forward
- Speed art buffered deactivation out of Dtilt into running Full Hopped Fair
- Speed art buffered deactivation out of survival DI'ing towards the stage
- Shield art buffered deactivation out of Dtilt into slow running mind game dash grab
- Anything else
- Doublejump (air)
- Airdodge or aerial (air) | shield (ground)
- Jab, All tilts, Dash attack, All smashes (ground)
- A new MArt activated when not in the tumble falling state (air)
- Back Slash, Air Slash, or Vision (both)
2. The Monado
The Monado being Shulk's primary weapon is an energy blade granting foresight. However, due to Shulk's frame data & his options, you must have a strong reading potential while knowing your fundamentals & learn a lot about the character's metagame along with possessing mindful spacing & patience. Besides having the ability to cycle between arts & activating or deactivating them in mid-battle, the Monado also has a great advantage which is the long and or wide range within Shulk's attacks. Despite the magnificent range that the Monado possesses, it's not the fastest weapon which is proven by Shulk's staggering frame data. Shulk's Monado has sweetspots & sourspots throughout most of his move-set in different ways. For starters, the Blade aka the sweetspot deals more damage & knockback whereas the Beam aka the sourspot deals less damage & knockback. A very few of Shulk's attacks also possess a Tipper within the Beam & the Base / Hilt within the Blade, but there are other exceptions that don't follow the apparent B&B rule so-to-speak.
Shulk's sweet & sourspots:
- ★Jab3
- Ftilt
- Utilt
- Dtilt
- Fsmash's 2nd hit
- Dsmash's 1st 2nd 3rd 4th & 5th hits
- ★Nair
- Fair
- Bair
- Uair's 2nd hit
- ★Dair's 1st & 2nd hits
- Side-B
- Up-B's 1st hit
- Down B
The sourspot of Jab3 is rare to see since the sweetspot is much more common & easier to land. This sourspot hitbox is only active for 1 frame, deals 4.2%, has a 70°, & has 70 BKB. To see it more often, you'll most likely have to play against floaties, lightweights, have a great amount of Rage, or on players who are holding up / away to try escaping the Jab combo. Although, this sourspot will almost never kill unless Monado Smash is active. When used on characters like Olimar or Zelda who are commonly combo'd into Jab3's sourspot, it becomes quite a deadly surprise option.
Neutral air
Updated Ver. 1.1.3
Unlike most of the spacing from Shulk's moves, Nair is the opposite in that the Blade deals 7.5% & the Beam deals 8.5%. The damage difference is only 1%, but the kill percentage difference is quite large. Nair is one of Shulk's only moves that rewards safe game-play spacing while also rewarding combo opportunities with the Blade sourspot.
Down air's 1st hit
Updated Ver. 1.1.3
Dair's first hit doesn't follow the "B&B" rule. For reasons, Shulk deals different damages if the opponent is grounded or airborne. So your Dair either deals 7.5% to a grounded opponent or 6% to an airborne opponent. The damage difference may leave little to be said, but Vanilla Down air's damage in total can deal the minimum 16.5%, or the maximum 19%.
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The Monado's Maximum Horizontal Range
Update: From finding out that the Luigi's Mansion stage in Foxy's Labbing & Testing thread, the pillars are completely straight & are vertical the whole way up, which gives a greater & more reliable way of testing the horizontal hitbox ranges of a character's moves. So not even the Crate was the best solution to finding the answers.- Groundnear Vision Beam (Originally being airborne but lands on the ground right before Vision attacks)
- Vision Beam counterattack from the front - frame ?
- Back Slash Landing Tipper - frame 33
- Speed Shulk's Instant Dash attack - frame 15
- Vanilla Shulk, Jump Shulk, Buster Shulk, or Smash Shulk's Instant Dash attack - frame 15
- Shield Shulk's Instant Dash Attack - frame 15
- Forwarded Vision Beam behind - frame 29-30
- Fsmash2 Beam angled straightforward - frame 23
- Fsmash2 Beam angled upward - frame 23
- Jab1 > Jab2 > Jab3 Blade - frame 12
- (?)Air Slash second hit - frame 15
- Fsmash2 Beam angled downward - frame 23
- Bair Beam behind - frame 22
- Forwarded Vision Blade from the front - frame ?
- Fthrow collateral 3% hit front - frame 16
- Dsmash Hit 5 Beam front (fifth hit) - frame 41
- Air Slash Hit 1 Grounded Startup - frame 10-11
- Dtilt Beam - frame 10
- Fsmash Hit 1 angled upward - frame 14
- Fsmash Hit 1 angled straightforward - frame 14
- Ftilt Beam on frame 12 / Fair Beam - frame 16
- Fsmash Hit 1 angled downward - frame 14
- Dsmash4 Beam behind (fourth hit) - frame 35
- Dsmash2 Beam behind (second hit) - frame 23
- Dsmash1 Beam front (first hit) - frame 18
- Utilt Beam front - frame 13
- Dsmash2 Beam front (third hit) - frame 28
- Jab1 > Jab2 front - frame 5
- Bthrow collateral 3% hit behind - frame 20
- (?)Ledge Attack front - frame 24-26
- Nair Beam front - frame 21
- Jab1 front - frame 5
- Utilt Beam behind - frame 23
- Utilt Blade front - frame 11
- Nair Beam behind - frame 13
- Bair Blade front - frame 18
- Usmash1 front ground-only knock-up - frame 18
- Usmash1 back ground-only knock-up - frame 18
- Dair2 Blade front - frame 23
- Usmash2 front - frame 30
- Uair2 Blade front & behind - frame 24 | ----> Forwarded Vision Beam behind starting point
- Dair1 Blade front - frame 14
- Uair1 front & behind - frame 14
- Usmash2 behind - frame 30
- Usmash1 front - frame 18
- Dair2 Blade behind - frame 23
- Usmash1 behind - frame 30
- Dair1 Blade behind - frame 14
The Monado's Maximum Vertical Range (Above)
Note: I'm rating a move's MVR by stars, so 1★ means the 1st platform. If Shulk used Jab1 from the ground, that means he can hit something on the 1st or 2nd platform. I used a custom stage designed for testing MVR along with using the Barrel item by setting it on top of a platform as the "sandbag" to hit.Note: Monado Jump increases the vertical height of both AS1 & AS2 thus increasing the vertical hit-box range to Air Slash.
Note: "Floor" indicates that the move can hit characters crouching at a height lower than 1 star above the ground. The characters who are revered of doing this include Mr. Game & Watch, Jigglypuff, Kirby, & Wii Fit Trainer. And Wii Fit Trainer has the lowest crouching height, so she was used for the "Floor" testing.
Jab1 | 1 – 2★ | F5
Jab2 | 1 – 3★ | F5
Jab3 | Floor – 4★ | F12
Dash Attack | Floor – 2★ | F15
Ftilt | Floor – 2★ | F12 | Can whiff versus low crouching characters
Utilt | Floor – 9★ | F? | Not every character gets hit on the 9th platform
Dtilt | Floor – 1★ | F10
Fsmash 1st hit angled up | 1 – 2★ | F14
Fsmash 1st hit | Floor – 2★ | F14 | Can whiff vs Wii Fit Trainer crouching
Fsmash 1st hit angled down | Floor – 2★ | F14 | You have to be very close to hit 2★ above
FSmash 2nd hit angled up | 1 – 3★ | F23 | Only the 2nd hit sourspot can reach 3★ above
Fsmash 2nd hit | Floor – 2★ | F23 | Only the 2nd hit sweetspot can reach Floor
FSmash 2nd hit angled down | Floor – 2★ | F23 | You have to be very close to hit 2★ above
Usmash 1st hit | Floor – 4★ | F18
Usmash 2nd hit | Floor – 7★ | F30
Dsmash all hits | Floor – 1★ | F18, 23, 28, 35, 41
Monado Speed SH NAir | Floor – 8★ | F?
Monado Speed SH FAir | Floor – 9★ | F? | The startup hitbox reaches 9★
Monado Speed SH BAir | 1 – 5★ | F?
Monado Speed SH UAir 1st hit | 1 – 7★ | F14 | You have to be very close to hit something on 1★
Monado Speed SH UAir 2nd hit | 1 – 10★ | F24
Monado Speed SH DAir 1st hit | 1 – 4★ | F14
Monado Speed SH DAir 2nd hit | Floor – 4★ | F23
Back Slash | 7★ – Floor | F? | Lands on 2★. Startup only hits 7★
Air Slash 1st hit | Floor – 10★ | F? | Lands on 9★
Monado Jump Air Slash 1st hit | Floor – 12★ | F? | Lands on 12★
Air Slash 2nd hit | 6★ – 13★ | F?
Monado Jump Air Slash 2nd hit | 9★ – 16★ | F?
Grounded Vision | Floor – 3★ | F?
Grounded Forward Vision | Floor – 3★ | F?
Fthrow 1st hit | Floor – 3★ | F15
Fthrow 2nd hit | Floor – 4★ | F16 | Needs some spacing to hit with the rising swing
Bthrow 1st hit | Floor – 2★ | F18
Bthrow 2nd hit | Floor – 3★ | F20
Uthrow 1st & 2nd hit | Floor – 6★ | F?
Dthrow 2nd hit | Floor – 1★ | F?
The Monado's Maximum Vertical Range (Below)
The moves listed below are Shulk's only attacks that can hit Wii Fit Trainer crouching on the floor while Shulk's standing on a ★platform from above. These moves also can hit a ledge-hanging opponent.Fsmash 2nd hit Beam angled down | 1★ deep | F23
Dsmash 5th hit Blade & Beam | 1★ deep | F41
NAir Beam | 2★ deep | F?
FAir Beam | 3★ deep | F18
BAir Blade | 2★ deep | F?
DAir 1st hit | 1★ deep | F14
DAir 2nd hit Beam | 4★ deep | F23
Air Slash 1st hit | 1★ deep | F10
DThrow 2nd hit | 1★ deep | F?
Shulk's Move-set Damages with Monado Arts
Jab1 / Jab2 / Jab3 sweetspot | 3.5 / 3.5 / 5.3 | 2.8 / 2.8 / 4.24 | 2.45 / 2.45 / 3.71 | 4.9 / 4.9 / 7.42 | 1.75 / 1.75 / 2.65
Jab3 sourspot | 4.2 | 3.36 | 2.94 | 5.88 | 2.1 Dash Attack
Dash Attack | 11.5 | 9.2 | 8.05 | 16.1 | 5.75 Tilts
Ftilt Blade | 13.5 | 10.8 | 9.45 | 18.9 | 6.75
Ftilt Beam | 12 | 9.8 | 8.4 | 16.8 | 6
Utilt Blade | 8.5 | 6.8 | 5.95 | 11.9 | 4.25
Utilt Beam | 7.5 | 6 | 5.25 | 10.5 | 3.75
Dtilt Blade | 9.5 | 7.6 | 6.65 | 13.3 | 4.75
Dtilt Beam | 7.5 | 6 | 5.25 | 10.5 | 3.75 Smashes
Fsmash 1st hit | 5.5 | 4.4 | 3.85 | 7.7 | 2.75
Fsmash 2nd Blade or 2nd Beam | 13 or 11.5 | 10.4 or 9.2 | 9.1 or 8.05 | 18.2 or 16.1 | 6.5 or 5.75
Usmash 1st hit / 2nd hit | 4.5 / 13.5 | 3.6 / 10.8 | 3.15 / 9.45 | 6.3 / 18.9 | 2.25 / 6.75
Dsmash 1st hit Front Blade | 14 | 11.2 | 9.8 | 19.6 | 7
Dsmash 1st hit Front Beam | 11 | 8.8 | 7.7 | 15.4 | 5.5
Dsmash 2nd hit Back Blade | 12 | 9.6 | 8.4 | 16.8 | 6
Dsmash 2nd hit Back Beam | 10 | 8 | 7 | 14 | 5
Dsmash 3rd hit Front Blade | 10 | 8 | 7 | 14 | 5
Dsmash 3rd hit Front Beam | 8 | 6.4 | 5.6 | 11.2 | 4
Dsmash 4th hit Back Blade | 8 | 6.4 | 5.6 | 11.2 | 4
Dsmash 4th hit Back Beam | 6 | 4.8 | 4.2 | 8.4 | 3
Dsmash 5th hit Front Blade | 6 | 4.8 | 4.2 | 8.4 | 3
Dsmash 5th hit Front Beam | 4 | 3.2 | 2.8 | 5.6 | 2 Aerials
Nair Blade | 7.5 | 6 | 5.25 | 10.5 | 3.75
Nair Beam | 8.5 | 6.8 | 5.95 | 11.9 | 4.25
Fair Blade | 8 | 6.4 | 5.6 | 11.2 | 4
Fair Beam | 6.5 | 5.2 | 4.55 | 9.1 | 3.25
Bair Blade | 12.5 | 10 | 8.75 | 17.5 | 6.25
Bair Beam | 8.5 | 6.8 | 5.95 | 11.9 | 4.25
Uair 1st hit | 5.5 | 4.4 | 3.85 | 7.7 | 2.75
Uair 2nd Blade or 2nd Beam | 10.5 or 8 | 8.4 or 6.4 | 7.35 or 5.6 | 14.7 or 11.2 | 5.25 or 4
Dair 1st Ground or 1st Air | 7.5 or 6 | 6 or 4.8 | 5.25 or 4.2 | 10.5 or 8.4 | 3.75 or 3
Dair 2nd Blade or 2nd Beam | 11.5 or 10.5 | 9.2 or 8.4 | 8.05 or 7.35 | 16.1 or 14.7 | 5.75 or 5.25 Back Slash Startup & Falling
\ Front sweetspot | 10 | 8 | 7 | 14 | 5
\ Front sourspot | 9 | 7.2 | 6.3 | 12.6 | 4.5
\ Back sweetspot | 16 | 12.8 | 11.2 | 22.4 | 8
\ Back sourspot | 14 | 11.2 | 9.8 | 19.6 | 7 Landing
\ Front Landing sweetspot | 10 | 8 | 7 | 14 | 5
\ Front Landing sourspot | 9 | 7.2 | 6.3 | 12.6 | 4.5
\ Back Landing sweetspot | 15 | 12 | 10.5 | 21 | 7.5
\ Back Landing sourspot | 13 | 10.4 | 9.1 | 18.2 | 6.5 Air Slash
UpB Early 1st hit or Late 1st hit | 6 or 5 | 4.8 or 4 | 4.2 or 3.5 | 8.4 or 7 | 3 or 2.5
UpB 2nd hit | 5.5 | 4.4 | 3.85 | 7.7 | 2.75 Vision
DownB sweetspot | 10 | 8 | 7 | 14 | 5
DownB sourspot | 7 | 5.6 | 4.9 | 9.8 | 3.5
DownB Forwarded sweetspot | 13 | 10.4 | 9.1 | 18.2 | 6.5
DownB Forwarded sourspot | 10 | 8 | 7 | 14 | 5 Pummel & Throws
Pummel | 3 | 2.4 | 2.1 | 4.2 | 1.5
Fthrow | 3 / 8 | 2.4 / 6.4 | 2.1 / 5.6 | 4.2 / 11.2 | 1.5 / 4
Bthrow | 3 / 9 | 2.4 / 7.2 | 2.1 / 6.3 | 4.2 / 12.6 | 1.5 / 4.5
Uthrow | 3 / 4 | 2.4 / 3.2 | 2.1 / 2.8 | 4.2 / 5.6 | 1.5 / 2
Dthrow | 3 / 4 | 2.4 / 3.2 | 2.1 / 2.8 | 4.2 / 5.6 | 1.5 / 2 Floor Trip & Ledge Attacks
Front & Back Floor Attack | 7 | 5.6 | 4.9 | 9.8 | 3.5
Front & Back Trip Attack | 5 | 4 | 3.5 | 7 | 2.5
Ledge attack | 7 | 5.6 | 4.9 | 9.8 | 3.5
Shulk's On-Hit Freeze-frames with Monado Arts
Jab1 / Jab2 / Jab3 sweetspot | | 6 / 6 / 7 | 6 / 6 / 6 | 5 / 5 / 6 | 6 / 6 / 7 | 5 / 5 / 6
Jab3 sourspot | | 6 | 6 | 6 | 7 | 5 Dash Attack
Dash Attack | | 9 | 8 | 8 | 11 | 7 Tilts
Ftilt Blade | | 10 | 9 | 8 | 12 | 7
Ftilt Beam | | 9 | 8 | 8 | 11 | 7
Utilt Blade | | 8 | 7 | 7 | 9 | 6
Utilt Beam | | 7 | 7 | 7 | 9 | 6
Dtilt Blade | | 8 | 7 | 7 | 10 | 6
Dtilt Beam | | 7 | 7 | 7 | 9 | 6 Smashes
Fsmash 1st hit | 1.5x | 10 | 10 | 9 | 11 | 9
Fsmash 2nd Blade or 2nd Beam | 2.0x | 20 or 18 | 18 or 17 | 17 or 16 | 24 or 22 | 15 or 14
Usmash 1st hit / 2nd hit | | 6 / 10 | 6 / 9 | 6 / 8 | 7 / 12 | 5 / 7
Dsmash 1st hit Front Blade | | 10 | 9 | 8 | 12 | 7
Dsmash 1st hit Front Beam | | 9 | 8 | 7 | 10 | 7
Dsmash 2nd hit Back Blade | | 9 | 8 | 8 | 11 | 7
Dsmash 2nd hit Back Beam | | 8 | 8 | 7 | 10 | 6
Dsmash 3rd hit Front Blade | | 8 | 8 | 7 | 10 | 6
Dsmash 3rd hit Front Beam | | 8 | 7 | 7 | 9 | 6
Dsmash 4th hit Back Blade | | 8 | 7 | 7 | 9 | 6
Dsmash 4th hit Back Beam | | 7 | 6 | 6 | 8 | 6
Dsmash 5th hit Front Blade | | 7 | 6 | 6 | 8 | 6
Dsmash 5th hit Front Beam | | 6 | 6 | 6 | 7 | 5 Aerials
Nair Blade | | 7 | 7 | 7 | 9 | 6
Nair Beam | | 8 | 7 | 7 | 9 | 6
Fair Blade | | 8 | 7 | 7 | 9 | 6
Fair Beam | | 7 | 7 | 6 | 8 | 6
Bair Blade | | 9 | 8 | 8 | 11 | 7
Bair Beam | | 8 | 7 | 7 | 9 | 6
Uair 1st hit | 1.2x | 8 | 8 | 7 | 9 | 7
Uair 2nd Blade or 2nd Beam | 1.2x | 10 or 9 | 9 or 8 | 9 or 8 | 12 or 11 | 8 or 7
Dair 1st Ground or 1st Air | 1.2x | 9 or 8 | 8 or 8 | 8 or 7 | 10 or 9 | 7 or 7
Dair 2nd Blade or 2nd Beam | | 9 or 9 | 8 or 8 | 8 or 7 | 11 or 10 | 7 or 7 Back Slash Startup & Falling
\ Front sweetspot (10%) | 0.8x | 7 | 6 | 6 | 8 | 5
\ Front sourspot (9%) | 0.8x | 6 | 6 | 5 | 7 | 5
\ Back sweetspot (16%) | 1.5x | 16 | 14 | 13 | 20 | 12
\ Back sourspot (14%) | 1.5x | 15 | 13 | 13 | 18 | 11 Landing
\ Front sweetspot (10%) | 0.8x | 10 | 8 | 7 | 14 | 5
\ Front sourspot (9%) | 0.8x | 6 | 6 | 5 | 7 | 5
\ Back sweetspot (15%) | 1.5x | 16 | 14 | 13 | 19 | 11
\ Back sourspot (13%) | 1.5x | 15 | 13 | 12 | 18 | 11 Air Slash
UpB Early 1st hit or Late 1st hit | | 7 or 6 | 6 or 6 | 6 or 6 | 8 or 7 | 6 or 5
UpB 2nd hit | 1.3x | 9 | 8 | 8 | 10 | 7 Vision
DownB sweetspot (10%) | 2.0x | 17 | 16 | 15 | 20 | 12
DownB sourspot (7%) | 2.0x | 16 | 14 | 13 | 20 | 12
DownB Forwarded sweetspot (13%) | 2.0x | 20 | 18 | 17 | 24 | 15
DownB Forwarded sourspot (10%) | 2.0x | 17 | 16 | 15 | 20 | 12 Pummel & Throws
Pummel | 1.5x | 9 | 8 | 8 | 9 | 8
Fthrow1 | 1.2x | 7 | 7 | 6 | 7 | 6
Bthrow1 | 1.2x | 7 | 7 | 6 | 7 | 6
Uthrow1 | 1.5x | 9 | 8 | 8 | 9 | 8
Dthrow1 | 1.2x | 7 | 7 | 6 | 7 | 6 Floor Trip & Ledge Attacks
Front & Back Floor Attack | | 7 | 7 | 6 | 8 | 6
Front & Back Trip Attack | | 6 | 6 | 6 | 7 | 5
Ledge attack | | 7 | 7 | 6 | 8 | 6
Shulk's On-Shield Freeze-frames with Monado Arts
Fsmash 1st hit | 1.5x | 8 | 8 | 7 | 9 | 7
Fsmash 2nd Blade or 2nd Beam | 2.0x | 16 or 15 | 14 or 13 | 13 or 12 | 19 or 17 | 12 or 11 Back Slash Startup & Falling
\ Back sweetspot (16%) | 1.5x | 13 | 11 | 11 | 16 | 9
\ Back sourspot (14%) | 1.5x | 12 | 11 | 10 | 15 | 9 Landing
\ Back sweetspot (15%) | 1.5x | 12 | 11 | 10 | 15 | 9
\ Back sourspot (13%) | 1.5x | 12 | 10 | 10 | 14 | 9
UpB 2nd hit | 1.3x | 7 | 6 | 6 | 8 | 6 Pummel & Throws
Pummel | 1.5x | 7 | 7 | 6 | 7 | 6
Shulk's Shieldstun frames with Monado Arts
Jab1 / Jab2 / Jab3 sweetspot | 4 / 4 / 5 | 3 / 3 / 4 | 3 / 3 / 4 | 4 / 4 / 6 | 3 / 3 / 3
Jab3 sourspot | 4 | 3 | 3 | 5 | 3 Dash Attack
Dash Attack | 8 | 7 | 6 | 11 | 5 Tilts
Ftilt Blade | 9 | 8 | 7 | 12 | 5
Ftilt Beam | 8 | 7 | 6 | 11 | 5
Utilt Blade | 6 | 5 | 5 | 8 | 4
Utilt Beam | 6 | 5 | 5 | 8 | 4
Dtilt Blade | 7 | 6 | 5 | 9 | 4
Dtilt Beam | 6 | 5 | 5 | 8 | 4 Smashes
Fsmash 1st hit | 5 | 4 | 4 | 6 | 3
Fsmash 2nd Blade or 2nd Beam | 9 or 8 | 8 or 7 | 7 or 6 | 12 or 11 | 5 or 5
Usmash 1st hit / 2nd hit | 4 / 9 | 4 / 8 | 3 / 7 | 5 / 12 | 3 / 5
Dsmash 1st hit Front Blade | 10 | 8 | 7 | 13 | 6
Dsmash 1st hit Front Beam | 8 | 7 | 6 | 10 | 5
Dsmash 2nd hit Back Blade | 8 | 7 | 6 | 11 | 5
Dsmash 2nd hit Back Beam | 7 | 6 | 6 | 10 | 4
Dsmash 3rd hit Front Blade | 7 | 6 | 6 | 10 | 4
Dsmash 3rd hit Front Beam | 6 | 5 | 5 | 8 | 4
Dsmash 4th hit Back Blade | 6 | 5 | 5 | 8 | 4
Dsmash 4th hit Back Beam | 5 | 4 | 4 | 6 | 3
Dsmash 5th hit Front Blade | 5 | 4 | 4 | 6 | 3
Dsmash 5th hit Front Beam | 4 | 3 | 3 | 5 | 3 Aerials
Nair Blade | 6 | 5 | 5 | 8 | 4
Nair Beam | 6 | 5 | 5 | 8 | 4
Fair Blade | 6 | 5 | 5 | 8 | 4
Fair Beam | 5 | 5 | 4 | 7 | 3
Bair Blade | 9 | 7 | 7 | 12 | 5
Bair Beam | 6 | 5 | 5 | 8 | 4
Uair 1st hit | 5 | 4 | 4 | 6 | 3
Uair 2nd Blade or 2nd Beam | 8 or 6 | 6 or 5 | 6 or 5 | 10 or 8 | 5 or 4
Dair 1st Ground or 1st Air | 6 or 5 | 6 or 4 | 6 or 4 | 8 or 6 | 4 or 3
Dair 2nd Blade or 2nd Beam | 8 or 8 | 7 or 6 | 6 or 6 | 11 or 10 | 5 or 5 Back Slash Startup & Falling
\ Front sweetspot (10%) | 7 | 6 | 6 | 10 | 4
\ Front sourspot (9%) | 7 | 6 | 5 | 9 | 4
\ Back sweetspot (16%) | 11 | 9 | 8 | 15 | 6
\ Back sourspot (14%) | 10 | 8 | 7 | 13 | 6 Landing
\ Front sweetspot (10%) | 7 | 6 | 6 | 10 | 4
\ Front sourspot (9%) | 7 | 6 | 5 | 9 | 4
\ Back sweetspot (15%) | 10 | 8 | 8 | 14 | 6
\ Back sourspot (13%) | 9 | 8 | 7 | 12 | 5 Air Slash
UpB Early 1st hit or Late 1st hit | 5 or 4 | 4 or 4 | 4 or 4 | 6 or 6 | 3 or 3
UpB 2nd hit | 5 | 4 | 4 | 6 | 3 Vision
DownB sweetspot (10%) | Unblockable | Unblockable | Unblockable | Unblockable | Unblockable
DownB sourspot (7%) | Unblockable | Unblockable | Unblockable | Unblockable | Unblockable
DownB Forwarded sweetspot (13%) | Unblockable | Unblockable | Unblockable | Unblockable | Unblockable
DownB Forwarded sourspot (10%) | Unblockable | Unblockable | Unblockable | Unblockable | Unblockable Pummel & Throws
Pummel | 3 | 3 | 3 | 4 | 2
Fthrow | 3 / 6 | 3 / 5 | 3 / 5 | 4 / 8 | 2 / 4
Bthrow | 3 / 7 | 3 / 6 | 3 / 5 | 4 / 9 | 2 / 4
Uthrow | 3 / 4 | 3 / 3 | 3 / 3 | 4 / 5 | 2 / 3
Dthrow | 3 / 4 | 3 / 3 | 3 / 3 | 4 / 5 | 2 / 3 Floor Trip & Ledge Attacks
Front & Back Floor Attack | 6 | 5 | 4 | 7 | 4
Front & Back Trip Attack | 4 | 4 | 4 | 6 | 3
Ledge attack | 6 | 5 | 4 | 7 | 4
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