Maximum Horizontal Range
Note: 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
Heads 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)
════════════════════════════════════════════════════════════════════════════════════
EDIT: Bonus Maximum Vertical Range
The 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★