A complete summary of Shulk’s performance in Super Smash Bros. Ultimate can be found on the character’s information page. It includes strengths and weaknesses, AI quirks, and an archive of tournament representation and results.
Stats & Spirit Effects
At the time of writing, a vast majority of Super Smash Bros. Ultimate amiibo tournaments have enacted a blanket ban on Spirits. Within only a few months of the game’s release, competitions that allowed Spirits became stale; this is because almost every entry utilized heavily defensive Spirits and stats. For more information, check the Spirits & Equipment page.
Though Armor Knight and Move Speed ↑ is typically recommended, Shulk should stay away from this setup at all costs. The slowdown caused by Armor Knight ruins his recovery; even the Move Speed ↑ bonus cannot save him in this case. If Super Armor is allowed, Shulk should run it. Otherwise, Autoheal, Weapon Attack ↑, and Air Attack ↑ are options to consider.
An amiibo becomes strongest if it is mirror matched all the way to Level 50 with its Learn button switched on. Playing a best-of-five match (configurable via the rules menu) will cause it to level up much faster.
Shulk’s power lies in his smash attacks, meaning the bulk of training should be spent using them. It also cannot be stressed enough that you should not use Monado Arts while training Shulk; the AI does not respond well to them and becomes wildly inconsistent if it decides to use them.
- Neutral attack: A basic three-hit combo. The AI doesn’t finish the combo consistently, so use other options instead.
- Forward tilt: Deals good damage and is one of Shulk’s fastest move. Definitely one to focus on.
- Up tilt: It can catch foes as they land, but is outclassed by up smash.
- Down tilt: Solid combo starter, but for a smash attack-heavy Shulk, it is best to stay grounded for the most part. Down tilt can be used sometimes, but don’t prioritize it.
- Dash attack: Decent power and range. Use it infrequently as needed.
- Forward smash: Gigantic hitbox and heavily disjointed. Quite slow, but should be used as one of Shulk’s main attacks (alongside down smash).
- Up smash: Don’t overuse it, but it’s handy against falling opponents. It can kill early, which makes Shulk difficult to approach in the air.
- Down smash: Absurd hitboxes and strikes multiple times. Should be used regularly on-stage and at the edge.
- Neutral aerial: A very safe aerial option. It can be used after down tilt as a free follow-up.
- Forward aerial: Faster than neutral aerial, but it serves the same function. Neutral aerial and forward aerial can be used interchangeably.
- Back aerial (Behind Thrust): High startup lag and a narrow hitbox, but deals a large amount of damage and knockback. Use it sparingly, but avoid it on smash attack-centric Shulk amiibo.
- Up aerial: Up tilt and up smash overshadow this move due to its sluggish speed. Use the other options instead.
- Down aerial: Long startup time with a wonky hitbox. Don’t use it at all.
- Forward throw: Doesn’t combo, and is only useful for launching opponents off-stage.
- Back throw: See above.
- Up throw: Doesn’t accomplish very much. Shulk has no use for this move.
- Down throw: It can be used in the middle of the stage to combo into neutral aerial or forward aerial.
- Neutral special (Monado Arts): Never use Monado Arts during training. It distracts the AI from battling and often results in an inconsistent character.
- Side special (Back Slash): Too risky, as the AI may self-destruct with it. Avoid Back Slash at all costs.
- Up special (Air Slash): Recovery purposes only! Don’t use it as an attack or else the AI will use it as a random on-stage move.
- Down special (Vision): Powerful, but the AI is bad at landing it. Not something to focus on.
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