User blog:Plasmaster/Smash Study Hall: Shulk

Hey there Smashers! Welcome to the next entry of the Super Smash Bros. strategy guide blog series, Smash Study Hall! Smash Study Hall, not keeping track of entry numbers since Ike. Plasmaster here.

Today we will be engaging the enemy and unleashing the power of the Monado to ensure that they know our names! Shulk is today's character, and to say the least, he was probably one of the most challenging Smash Study Hall entries I have done because of his Monado Arts.

However, I believe to have devised an organized way to do this. Let's get to it!

Jump
The Jump Monado Art is fantastic for recovery. If you find yourself off-stage and stuck in another Monado Art, press the special button three times to break out of that art and switch to Jump. Then, up special. Shulk's up special gains a lot of extra height from the Jump Monado Art, so this is definitely useful for that as well.

Attacks with Jump
There aren't really any outstanding or notable attacks with jump since it doesn't effect your damage output. However, aerial attacks are a good way to go when using Jump.

When Should I Use It?
I'm glad you asked, random guy! The best time to use this art is when you are trying to get some off-stage kills so that you'll be sure to get back with any problems. You can also use it in order to jump high above the stage and dodge enemy attacks as well. You can also use it to et over opponents that are spamming projectiles to hit them from above.

Speed
The Speed Monado Art is great for speed--go figure. It increases walking and running speed. Even though Shulk's damage output suffers, he is fast enough that you may be able to get some quick combos in before your opponent realizes what is happening.

When Should I Use It?
The Speed Monado Art can be great at the beginning of a match if you want to get some really quick combos in on your opponent. It grants Shulk increased horizontal movement in the air as well, so if an opponent is spamming projectiles, you can use this to jump a long distance over them.

Attacks with Speed
While in the Speed Monado Art, dash attack can be useful as an approach option since opponents will have little time to react. Down tilt to forward air is a reliable combo in Speed.

Shield
The Shield Monado Art makes Shulk the heaviest character in the game. You don't want to be caught off-stage with this. It also makes Shulk very slow and decreases his jump and attack output, but also decreases the amount of damage he takes. It also increases the amount of shield damage he can take.

When Should I Use This?
This Art is useful if you're at a high percentage and trying to stay alive, but otherwise should not be used often at all. It only serves as a survival tactic; almost everything else about Shulk is decreased.

Attacks with Shield
There are no notable attacks that can be used with Shield, however, because of the increased weight and decreased jump height, short-hopping is almost the default, so you may be able to get in some aerial attacks close to the ground with this Art activated.

Buster
Buster is a phenomenal Art. It greatly increases Shulk's damage output; he himself also takes a bit of extra damage, but if you're trapping opponents in a combo and staying on your toes, they shouldn't hit you very much. Buster decreases the knockback Shulk's attacks deal, but this only makes it easier for Shulk to perform combos with the Buster Art activated.

When Should I Use?
Buster is useful at the beginning of a match so you can get lots of damage on your opponent early in the match. If you are behind in the match, Buster can be useful to put damage on your opponent so that you have the lead back.

Attacks with Buster
Shulk's forward smash is capable of breaking enemy shields if both hits of it connect when Buster is activated. Backslash does a lot of damage even in front.

Smash
Smash increases the launch power of Shulk's attacks by a lot, but also makes him easier to launch. This art can be risky, but it can pay off since it can finish opponents off with one hit if they aren't careful.

When Should I Use This?
Smash should be used when the opponent is above 100% so that a kill is ensured to happen. However, don't use it if you are above 60%, or Shulk could be killed just as easily.

Attacks with Smash
All of Shulk's smash attacks have deadly results with Smash activated. Backslash and the second attack of Air Slash become deadly as well.

On To The Other Things!
There you have it, Shulk's Monado Arts! We're not done yet though, we still have lots to cover.

Shulk's Backslash can be a good mix-up move, edge-guarding tactic, and damage-dealer in general. Jump over your enemy and go past them a bit, then Backslash in the opposite direction you're going in so that you are going towards the enemy. This can be a good surprise attack since many opponents won't expect it, but don't overdo it or they'll catch on. If you space yourself properly on the edge you can use Backslash to keep opponents away from the edge and off stage. If you stand right at the edge and crouch to trick opponents into thinking you plan a Vision, they will most likely edge roll to get behind them. This is when you Backslash towards the stage to launch the opponent away. The attack deals more damage from behind, but even so, damage is damage, so don't worry to awful much about hitting them from behind with it.

Shulk's up special Air Slash is a good combo finisher. It's not the best recovery, but the second slash can hit opponents waiting on the edge for an edge-guard, so this can definitely serve to clear the edge for Shulk. It is also a good killing move at mid-height of the stage on most characters at around 135% (this is with a Shulk that has no Monado Arts activated). It can also kill off-stage but you should only do that if you are certain it will hit and if your opponent is on their last stock of the match.

Vision, also known as the Broken Counter, is one of if not the most powerful Counter in the game. Opponents will nearly always be hit by the attack unless it was something like Wario's Bike or a projectile like Falco's Blaster. It moves Shulk forwards a bit when it is triggered so it can help with recovery as well as foiling edge-guarding attempts. On the ground, Shulk can move past the opponent and hit them from behind. This deals more damage and has more kill power behind it, so this is a great option for this move.

Now for Shulk's standard attacks YAAAAAAAAAAAAAAAAAY!!!

Shulk's jab is an excellent move because it comes out fast and can put some good damage on an opponent hit by it.

Shulk's forward tilt is a good spacing move because of its range. It has some good launch on it as well, so it could be used to kill opponents at high percentages. The down tilt is a good combo starter. The up tilt combos into itself on certain characters and is great for fending off assaults from above. His dash attack is a decent approach option, made better in tandem with Speed. It has ending lag so it is easy to punish though.

Shulk's down smash has great range on it and hits multiple times, so roll-happy opponents beware! His forward smash has awesome damage and launch on it, so it is great for getting opponents off-stage and possibly killing. Up smash has similar attributes to the forward smash, having awesome damage and launch on it. It can get some ceiling kills because of this.

Shulk's aerial attacks al have great range to them as well. His down air only meteor smash if you hit with both hits of the attack, though can still put some good damage on opponents. His up air is great for ceiling kills but because of its narrow range it can be hard to juggle with. His forward air is great for keeping opponents off-stage and continuing combos; at low percentages, this move combos into itself. His back air is also great for edge-guarding; it is good with short-hops as well and has good damage and launch on it. His neutral air is a great spacing tool, covering nearly all sides of Shulk, but is quite slow. It can also extend combos.

Shulk's forward and back throws are good for getting opponents off-stage. The back throw can combo into a Backslash at low percentages. His down throw is a great combo starter and his up throw is good for setting up some aerial combos.

The key to playing Shulk is to use his Monado Arts to their full potential and at the right time in the right situation. In Xenoblade when you start up a Chain Attack, it's all about what Arts you have and where you are in contrast with the enemy. If you're behind the enemy, of course you'll go for a Backslash! Facing the enemy's side? Slit Edge! Is the enemy's defense broken? Air Slash! Just use the Monado Arts in the right situations and you'll be a golden M O N A N D O B O Y.

I hope you enjoyed this guide on Shulk! I also hope it helped to improve your Shulk game!

If you have any questions, please let me know in the comments. While you're at it, let me know what other characters you'd like to see!

MEME TIME!

The next guide will be on Shields and Defense!

Until next time, keep on smashing and leave it to Heropon!