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 Shulk (Xenoblade)

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PostSubject: Shulk (Xenoblade)   Mon Jul 06, 2015 5:45 pm




Neutral Attack:A jab, stationary roundhouse kick, then an upward lifting slash in a step forward.

Forward tilt: Shulk swings the Monado in front of him inward as he draws it from his shoulder. Has slight ending lag, but is capable of KOing at high percentages, especially with the Smash Art. Resembles one of his basic auto attacks from his home game.

Up tilt: Shulk leaps in place and does a fast, uppercut-style sword swipe in an arc above himself. A good anti-air technique. Can be used to rack up damage when combined with the up throw while using the Buster Art, and a powerful surprise KO move at high percents while using the Smash Art, able to KO middleweights at 120%. Normally acts as a good combo tool.

Down tilt: Similar to his forward tilt, but done while Shulk is crouching and more in a forward leaning-sweep fashion. A reasonably fast downward swipe with good range, making it a safe out of shield option. Good knockback with the Smash Art at high percents, though not as powerful as Shulk's up tilt or forward tilt.

Dash attack:Swipes the Monado inward in front of him after drawing it from his shoulder into a sliding brake. Similar to his forward and down tilt in terms of motion. One of Shulk's KO moves when used with the Smash Art.

Forward smash:A thrusting two-handed stab with the Monado's beam blade revealing itself causing a recoil. It looks similar to Slit Edge, one of his physical Arts from Xenoblade Chronicles. Like his up smash, the move has two hits, the first from the Monado itself and the second from the beam blade. The move can be angled both up and down, has slightly more knockback scaling if angled up. Can KO middleweights at 115% (95% with the Smash Art), but has a bit of ending lag.

Up smash: Shulk smashes the hilt of the Monado to the ground, causing the beam to strike and reveal itself upward. Like his forward smash, there are two hits to this move: The first being when Shulk slams the Monado down, and the second from the beam blade. The first hit has small horizontal range, but can easily connect to the second hit if it lands. Moderately useful as a pressure tool against ledge getups, as correct spacing will cover the enemy's jump, roll and attack options from the ledge, hitting them with the attack. KOs at 111% (88% with the Smash Art.)

Down smash: A high-range, spinning slash with long start-up and ending lag where Shulk spins while dragging the Monado three times around him along the ground. Looks akin to one of Reyn's physical arts in Xenoblade Chronicles, War Swing. The move is capable of hitting five times (three at Shulk's front, two at his back), with each hit dealing less damage as it goes on with the motion, though it is prohibitively difficult to have it strike the same opponent even twice. Under correct conditions however, this move is capable of breaking shields, especially if all three front hits connect with Buster activated, which is easily done by cornering a shielding opponent near an edge. Useful against roll-spammers, who will more than likely get hit by the second or third hit. First hit KOs at 125% (101% with the Smash Art).


Neutral aerial: A circular lifting-upward slash spanning from his upper leg to his head, with high range and little to no landing lag. The hitbox begins at Shulk's toes and continues all the way around him ending at his back, allowing Shulk to short hop over opponents to hit them with the starting hitbox. One of Shulk's most useful aerials, capable of interrupting most aerial approaches, though easily punished when spammed. This also works as a short-hopping combo and pressure tool.


Forward aerial:An overhead, forward-leaning chop slash from two-handed to single-handed, and reaches/ends a bit behind him. Great for interrupting an opponent's approach in the air, as the slash has absurd range for an aerial. Extremely useful when combined with a short hop, being able to combo with Shulk's tilts and can be used to edgeguard safely, especially with the Jump Art. One of Shulk's most useful aerials, but it has some slight startup lag that may require some timing different from his neutral aerial.

Back aerial: Shulk holds the Monado backwards and thrusts behind himself as the Monado's beam reveals itself. The hitbox of the attack begins at Shulk's body, which can knock opponents away at close range with the same power as the Monado's beam itself. Has slow startup and moderate landing lag, but good range. One of Shulk's aerial KO moves and edgeguarding tools.

Up aerial: Shulk holds the Monado above him and the beam blade strikes/reveals itself upward. Useful juggling tool. Much like his forward and up smash, there are two hits to this move.

Down aerial: Shulk holds the Monado below him and the beam blade strikes downward. The first hit of the move does little knockback, but can easily connect to the second hit, which meteor smashes if sweetspotted. The sweetspot is located at the middle of the Monado's beam blade, though difficult to connect in the air. Either way, it works as a decent edgeguarding and vertical-intercepting tool.
Grabbing

Pummel: Smashes the opponent in the head with the Monado's hilt. Fairly slow pummel.

Forward throw: Shulk pulls the opponent towards him before slashing them with a two-handed uppercut slash from the Monado. Can combo into a short hopped forward air with the Speed Art.

Back throw: Shulk pulls the opponent behind him and stabs their midsection with the Monado in a reverse grip. Can be used to land a Back Slash with the Buster Art, though it is tricky to do on alert players who air dodge frequently.

Up throw: Heaves the opponent in the air and kneels down similar to his up smash, revealing the Monado's beam blade to stab his juggled foe's chest. Can be followed with up tilts and Air Slash, especially with the Buster Art, and can send opponents at the right height for a short hopped up aerial.

Down throw: Slams the opponent onto the ground and drives the Monado through their spine. Can KO at high percentages with the Smash Art.

Neutral special: Shulk activates one of five Arts, which enhance some of his abilities while reducing others.

Side special: Shulk leaps up before slashing downward towards the ground. Has reduced horizontal movement, but comes out a little faster.

Up special: The first slash launches enemies diagonally, with the second slash moving Shulk forward.

Down special: Shulk takes a big step forward and the counter's range is extended. The counter is faster, but lacks power.

Final Smash: Shulk summons any random ally to perform a Chain Attack on his opponents, before finishing them off with a strong Monado slash. But in crusade this will be perfomer en 2D

Taunt: Grips the Monado's handle with his right hand while triumphantly pumping his left fist and announcing "I'm really feeling it!" References one of Shulk's infamous voice lines in combat which he commonly repeats throughout the game.

Victory Pose:Bows down with the Monado held lengthwise, then it activates, and he changes grip, saying either "I can feel the power!" or "I can change the future."

I guess there was a previous discuss for Shulk but one was delete and the other locked so here his moveset is.


Last edited by Playtimebro on Tue Jul 07, 2015 11:06 pm; edited 3 times in total
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OmegaSteve777
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PostSubject: Re: Shulk (Xenoblade)   Mon Jul 06, 2015 6:02 pm

To be honest Shulk, Villager, and Bowser Jr. are the Smash 4 characters that I feel like that should be in Crusade so support.
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TrinitroMan
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PostSubject: Re: Shulk (Xenoblade)   Mon Jul 06, 2015 11:31 pm

Yes, Shulk needs to be in Crusade.
Better if Shulk replaces someone in Crusade that shouldn't have even been playable to begin with.
Spoiler:
 
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PostSubject: Re: Shulk (Xenoblade)   Tue Jul 07, 2015 8:12 am

TrinitroMan wrote:
Yes, Shulk needs to be in Crusade.
Better if Shulk replaces someone in Crusade that shouldn't have even been playable to begin with.
Spoiler:
 

Nice use of false sarcasm to let people know your honest opinion but beg us to reserve judgement.
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TrinitroMan
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PostSubject: Re: Shulk (Xenoblade)   Tue Jul 07, 2015 12:42 pm

What do you mean with "reserve judgement"? I honestly don't know what you want to say with those two words right now.
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PostSubject: Re: Shulk (Xenoblade)   Tue Jul 07, 2015 6:24 pm

I think he means that you are trying to use sarcasm about something that is actually true, but are trying to not cause any opinions against you to avoid any arguments.
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TrinitroMan
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PostSubject: Re: Shulk (Xenoblade)   Tue Jul 07, 2015 10:40 pm

Oh...I guess that might be true.
But anyway, about Shulk, there IS one thing that needs to be improved, and that is his Final Smash.
Instead of only calling Riki and Dunban for help, he should I actually call just two of his allies randomly and not just Riki and Dunban. I mean, what about Reyn?
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PostSubject: Re: Shulk (Xenoblade)   Tue Jul 07, 2015 11:08 pm

Ok then updated will be actually the same final smash but will be any random ally from shulk to perform his allies rather than not only Riki and Dunban as you said well now is updated in his movelist
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PostSubject: Re: Shulk (Xenoblade)   Fri Jul 10, 2015 3:57 am

Is this literally copy pasted from the Smash 4 moveset

When something can be improved on improve on it
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TrinitroMan
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PostSubject: Re: Shulk (Xenoblade)   Fri Jul 10, 2015 8:15 am

Eh, the only thing that needed improvement was the Final Smash, and he did exactly that not too long ago.
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PostSubject: Re: Shulk (Xenoblade)   Sat Jul 11, 2015 2:41 pm

Personally Shulk suffers from Samus syndrome; His special moves shares the same name of moves in the original game,, but many of them don't even act the way they do in the original game, along with the fact that almost all standard attacks are made up. Sure, there are some speculation things like his Side Tilt and moves like Up and Down air, but nothing that really goes "Oh hey, he did that in Xenoblade!" I haven't played Xenoblade personally, but I'm pretty sure there are more things we can do with his moveset.
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PostSubject: Re: Shulk (Xenoblade)   Sat Jul 11, 2015 11:00 pm

Mellon wrote:
Personally Shulk suffers from Samus syndrome; His special moves shares the same name of moves in the original game,, but many of them don't even act the way they do in the original game, along with the fact that almost all standard attacks are made up. Sure, there are some speculation things like his Side Tilt and moves like Up and Down air, but nothing that really goes "Oh hey, he did that in Xenoblade!" I haven't played Xenoblade personally, but I'm pretty sure there are more things we can do with his moveset.

Cool
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Shiruza
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PostSubject: Re: Shulk (Xenoblade)   Sun Jul 12, 2015 5:42 pm

SUPPORTSUPPORTSUPPORTSUPPORTSUPPORTSUPPORTSUPPORTSUPPORTSUPPORT


Edit: Also, after reading through this a bit, I agree with Trinitro on the Reyn bit. Reyn is the first party member who isn't Shulk, after all, and they're both introduced at the same time. Having Riki appear twice while Reyn got a passing mention as a trophy felt really weird to me, especially since his catchphrase was stolen and all. I'd like to see him appear alongside either Riki or Dunban, since they're both popular characters in their own right, but Reyn really should be included in the Final Smash somewhere. He's practically the Luigi to Shulk's Mario.
I also agree with Mellon. Name Smash "Purge", make it green, rename Buster to Enchant (since it shares both the same function and aura as Monado Enchant, which confuses the hell out of me), and rename Jump to "Cyclone" and make it white instead of green. This is how it would look;
Jump (Green) -> Cyclone (White)
Speed (Blue)
Shield (Yellow)
Buster (Purple) -> Enchant (Purple)
Smash (Red) -> Purge (Green)
Also, have the final hit for his Final Smash be the Monado Buster. Because it's actually a giant towering sword beam that destroys everything in its path.
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TrinitroMan
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PostSubject: Re: Shulk (Xenoblade)   Sun Jul 12, 2015 10:46 pm

Actually, Xenoblade fans were guessing that Jump in Smash 4 was actually supossed to represent Xenoblade's Purge, since both are green and one Purge user has been seen jumping very high when using Purge.
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Shiruza
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PostSubject: Re: Shulk (Xenoblade)   Sun Jul 12, 2015 11:00 pm

TrinitroMan wrote:
Actually, Xenoblade fans were guessing that Jump in Smash 4 was actually supossed to represent Xenoblade's Purge, since both are green and one Purge user has been seen jumping very high when using Purge.

It's likely, yes, but just because Shulk/You-know-who jump a little while using Purge doesn't excuse the fact that it's poor representation. After all, the idea of the attack isn't to jump, but to break strong defense in the form of auras; Since it's based on breaking a strong form of defense, wouldn't it be better served with Monado Smash's feature, perhaps even with some anti-shield properties on Smash Attacks?
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PostSubject: Re: Shulk (Xenoblade)   Mon Jul 13, 2015 1:13 pm

Why I wouldn't support my SSB4 Main?

If you want to improve something else, you could make his UAir and DAir do a quick thrust like Slit Edge and of course you should let backslash grab into ledges, that way they could have more use. And Cyclone should have a Red/Orange light.
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Shiruza
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PostSubject: Re: Shulk (Xenoblade)   Mon Jul 13, 2015 1:47 pm

MeatOfJustice wrote:
Why I wouldn't support my SSB4 Main?

If you want to improve something else, you could make his UAir and DAir do a quick thrust like Slit Edge and of course you should let backslash grab into ledges, that way they could have more use. And Cyclone should have a Red/Orange light.

Why red/orange? In the game it's white/gold.
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PostSubject: Re: Shulk (Xenoblade)   Mon Jul 13, 2015 6:13 pm

Shiruza wrote:
MeatOfJustice wrote:
Why I wouldn't support my SSB4 Main?

If you want to improve something else, you could make his UAir and DAir do a quick thrust like Slit Edge and of course you should let backslash grab into ledges, that way they could have more use. And Cyclone should have a Red/Orange light.

Why red/orange? In the game it's white/gold.

I said Red because Purge switched Smash, and orange because Shield is yellow. The kanji won't be noticeable with white, and having a gold and a yellow art would be confusing, so orange should be a better choice.
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Shiruza
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PostSubject: Re: Shulk (Xenoblade)   Mon Jul 13, 2015 6:18 pm

Ah, okay. Arright, perhaps then Yellow and Gold with some Red mixed in?
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MarioStrikerMurphy1994
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PostSubject: Re: Shulk (Xenoblade)   Mon Nov 02, 2015 11:54 pm

Shulk could be a nice addition XD.

However, I'm suggesting some changes:

-Neutral Special: Monado Wave: Shulk charges the energy of the Monado Blade, and he unleashes an energy Wave.

-Final Smash: Monado Buster: Shulk dashes to an enemy, for attacking them with the Monado several times, until launching a powerful beam from his sword.



What do you think? Comment, please.
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PostSubject: Re: Shulk (Xenoblade)   Tue Nov 03, 2015 1:01 am

Awful
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PostSubject: Re: Shulk (Xenoblade)   Tue Nov 03, 2015 8:41 am

MarioStrikerMurphy1994 wrote:
Shulk could be a nice addition XD.

However, I'm suggesting some changes:

-Neutral Special: Monado Wave: Shulk charges the energy of the Monado Blade, and he unleashes an energy Wave.

-Final Smash: Monado Buster: Shulk dashes to an enemy, for attacking them with the Monado several times, until launching a powerful beam from his sword.



What do you think? Comment, please.
Monado Arts is what made Shulk unique, so no to the neutral special. Final Smash is basically Ike's final smash in a different direction.

TrinitroMan wrote:
Awful
You see, Trinitio, this is how you give criticism, instead of saying "awful".
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PostSubject: Re: Shulk (Xenoblade)   Tue Nov 03, 2015 9:21 am

Lego Shaq wrote:
MarioStrikerMurphy1994 wrote:
Shulk could be a nice addition XD.

However, I'm suggesting some changes:

-Neutral Special: Monado Wave: Shulk charges the energy of the Monado Blade, and he unleashes an energy Wave.

-Final Smash: Monado Buster: Shulk dashes to an enemy, for attacking them with the Monado several times, until launching a powerful beam from his sword.



What do you think? Comment, please.
Monado Arts is what made Shulk unique, so no to the neutral special. Final Smash is basically Ike's final smash in a different direction.

TrinitroMan wrote:
Awful
You see, Trinitio, this is how you give criticism, instead of saying "awful".


Well, I was thinking also in mix The Special I was suggesting, and The Attack you mentioned, in this trait: after attacking, he could gain a Random temporal upgrade in Attack, speed, jump, or defense Power.
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PostSubject: Re: Shulk (Xenoblade)   Tue Nov 03, 2015 9:28 am

I was thinking more of having his Down Special used for the Arts while on the ground if you just tap the button, but if you press and hold it uses his counter. Kind of like Lucario with Extreme Speed/Double Team
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PostSubject: Re: Shulk (Xenoblade)   Tue Nov 03, 2015 1:23 pm

If I'm not mistaken, "Monado Wave" isn't even an existing Art in Xenoblade Chronicles. Something like "Monado Purge" would get the job done better, alongside shorter-than-average range and the ability to push shields to near-breaking point.

But, that'd be F-Spec, if anything.

Back Slash isn't entirely useful in a serious match, but Monado Purge would suit him much better.

Personally, N-Spec should stay as the Arts; it's much more intuitive to switch between them that way, especially while moving, and moving it over D-Spec as an alt would just be awful. Think about it; Trying to switch to Jump off of the stage, or using a Counter at a split-second moment... The Counter and the Arts aren't quite as complimentary as Lucario's two D-Specs, both of which can be used to counter attack. Instead, I believe that the Counter should stay as D-Spec and the Arts stay as N-Spec, while we decide on what to do with F-Spec instead.
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PostSubject: Re: Shulk (Xenoblade)   Tue Nov 03, 2015 1:48 pm

I never really understood why Shulk was put into Smash Bros., seeing as how Xenoblade is a spinoff of Xenosaga & Xenogears. If anything, I would've rather seen KOS-MOS in Smash. Hmm, KOS-MOS in Smash... Wink
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Shiruza
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PostSubject: Re: Shulk (Xenoblade)   Tue Nov 03, 2015 1:57 pm

Forest Bug Productions wrote:
I never really understood why Shulk was put into Smash Bros., seeing as how Xenoblade is a spinoff of Xenosaga & Xenogears. If anything, I would've rather seen KOS-MOS in Smash. Hmm, KOS-MOS in Smash... Wink

Because it was the first of Monolithsoft's games that they developed under Nintendo's license (effectively making it a brand-new IP) that came out to critical acclaim, and was also so hyped up that it was brought over to America simply due to a massive amount of fan demand?

Also because Xenoblade Chronicles is damn amazing?

Shulk is much more of a Nintendo character than KOS-MOS. If anything KOS-MOS is a Namco character, while Shulk is a Nintendo character; they're entirely separate in terms of licensing. This can be seen in games such as Smash and PXZ, where Shulk is treated as a second-party character and KOS-MOS is treated as a Namco rep.

tl;dr version? Shulk is a Nintendo character. KOS-MOS isn't.
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PostSubject: Re: Shulk (Xenoblade)   Tue Nov 03, 2015 2:10 pm

Forest Bug Productions wrote:
I never really understood why Shulk was put into Smash Bros., seeing as how Xenoblade is a spinoff of Xenosaga & Xenogears. If anything, I would've rather seen KOS-MOS in Smash. Hmm, KOS-MOS in Smash... Wink
Hope this is a joke

But for real, dude, Xenoblade had a huge impact and it's one of the few Nintendo games that was bought over to America due to FAN SUPPORT. Fans ABSOLUTELY LOVE Xenoblade. It has been acclaimed and is held in high esteem. I say this, and I haven't even played it.

Also, KOS-MOS is a 3rd party that has basically fallen to obscurity outside of crossovers that also is another Xeno character, which is a really unneeded idea if they're not from Xenoblade.
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