Giving Shulk Some Love

A Mod for Super Smash Bros. for Wii U

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  • http://gamebanana.com/gamefiles/5762
I have created a modpack that I will be updating instead of these individual files for convenience for both me and you. Over there will be a packed and unpacked version of the modpack. If you just want this mod by itself along with its updates, download the unpacked version and only use the shulk files.
Haunter31 avatar
Haunter31 Offline
Member Joined 7mo
486 points Ranked 8957th
Haunter31
2mo
I've made a discord
  • https://discord.gg/vzRWQGM
Haunter31 avatar
Haunter31 Offline
Member Joined 7mo
486 points Ranked 8957th
Haunter31
3mo
Alright, I was planning on working on a better Ganondorf and re-releasing it but somewhere along the road I got sidetracked and instead worked on this Shulk mod.

Shulk has always been a character that people say has potential to be one of the best characters in the game. I agree with this statement but at the same time having potential isn't good enough. I've followed this character for a long time and really loved it when I get to see players do well with him because he is genuinely fun to watch (I can't play him worth a damn though). This is why I wanted to make this mod.

I've watched a lot of sets of Tremendo Dude, Nicko, M, and Some and I've studied how they win and how they lose. Much like Marth, spacing is a win condition for Shulk. Unfortunately with his sub-par frame data as well as lack of auto cancel-able aerials this becomes really hard to manage for Shulk players, even with the Monado Powers used perfectly. Another consequence due to Shulk's sub-par frame data is that it makes his match-ups versus fast characters like Shiek, Sonic, Fox, and Mewtwo worse than they should be.

Now, Shulk is by no means a bad character and the people who I've listed above have proved that he just needs some adjustments to his kit that make him a little bit better.

Changes:

Jab 1 comes out on frames 3-4 from 5-6
Jab 3 comes out on frames 7-8 from 12-13
Jab 3 (Late) comes out on frame 9 from 14

Forward Tilt comes out on frames 8-9 from 12-13

Dash Attack comes out on frames 13-14 from 15-16

Up Tilt comes out on frames 10-11 from 11-12
Up Tilt (Late) comes out on frames 12-22 from 13-23

Down Tilt’s FAF reduced by 10 frames to allow for easier follow-ups

Up Smash (Hit 1 Grounded) comes out on frames 14-17 from 18-21
Up Smash (Hit 1) comes out on frames 14-25 from 18-29
Up Smash (Hit 2) comes out on frames 26-29 from 30-33

Down Smash (Hit 1) comes out on frames 12-13 from 18-19
Down Smash (Hit 2) comes out on frames 17-18 from 23-24
Down Smash (Hit 3) comes out on frames 22-23 from 28-29
Down Smash (Hit 4) comes out on frames 29-30 from 35-36
Down Smash (Hit 5) comes out on frames 35-36 from 41-42

Up Throw FAF reduced by 9 Frames (roughly) to allow for easier follow-ups

Nair comes out on frames 9-26 from 13-30
Nair auto-cancels up to frame 9

Fair comes out on frames 7-9 from 14-18
Fair’s FAF reduced to 38 frames from 42
Fair auto-cancels up to frame 6

Bair comes out on frames 14-16 from 18-20
Bair (Late) comes out on frames 17-18 from 21-22
Bair auto-cancels up to frame 9

Up Air (Hit 1) comes out on frames 10-11 from 14-15
Up Air (Hit 2) comes out on frames 16-17 from 24-25
Up Air auto-cancels up to frame 7

Down Air auto-cancels up to frame 12


I know these aren't creative solutions to this problem, but they work.
If you have suggestions for this feel free to leave a comment!

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Posts

  • 2mo
    Haunter31 avatar
    Haunter31 Offline
    Member Joined 7mo
    486 points Ranked 8957th
    I've fixed a problem with Shulk's Manando Purge. With the buffs that he's received this up throw to up air combo that he got was much too powerful having a very wide kill range from as little as 40% all the way to around 180% with Jump Manando.

    I fixed this (more or less) by making the FAF of Up Throw only around 3 frames less instead of 9 and decreasing the damage of the second hit of Up Air to 8/8 from 10.5/8. This way the percent range where this works is much stricter and less brain dead.

    I will release this in a new update soon.
    Not that great at Smash Bros
  • 3mo
    CloudedSun avatar
    CloudedSun Offline
    Member Joined 1y
    428 points Ranked 9915th
    Wow, you did fix Shulk's attack frames! I'm very interested in how he'll play now, and will try it out as soon as I can. 
  • 3mo
    Valhalen avatar
    Valhalen Offline
    Member Joined 1y
    308 points Ranked 12876th
    6 medals 1 rare
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    I hope you do something similar to Samus. She is currently in a very poor state.
    Dededisgusting
  • 3mo
    Haunter31 avatar
    Haunter31 Offline
    Member Joined 7mo
    486 points Ranked 8957th
    I've made a discord just in case anyone wants to become part of this mod project that I'm working on called the "Community Balance Project". The discord I have has subsections for each character for suggestions and shows completed and in progress mods. Currently I am the only person actively working on this, but I have a couple of friends that are going to be helping me with this soon.

    https://discord.gg/vzRWQGM
    Not that great at Smash Bros
  • 3mo
    AlbertoTyp avatar
    AlbertoTyp Offline
    Member Joined 1y
    464 points Ranked 9292nd
    Can my mans get a frame 3 jab though, I hate how the one move where he doesn't use his slow-ass sword is still slow as fuuuuuck
    • Agree x 1
    i'm done playin
  • 3mo
    CloudedSun avatar
    CloudedSun Offline
    Member Joined 1y
    428 points Ranked 9915th
    I don't really think these changes were Shulk's problem. In fact, Dsmash worked just fine as a double-edged sword and was pretty effective too. The problem with Shulk isn't even his endlag, it's his extreme startup lag on every single move. If it weren't for startup lag, uthrow>uair might true combo, fair would combo at more than just 10% or with MALLC, and overall there'd be a lot more mixups and adjustments made possible with Shulk. And while autocanceling feels nice at the beginning of the move (I assume by autocanceling up to x frame, you mean x frame from the input), essentially it does nothing for when the move is thrown out.

    Tl;dr Shulk is only held back in the meta by his atrocious startup lag. As a Shulk main, one of my biggest fears is throwing out a move the enemy saw coming five years in advance. Therefore, making a faster move and with the assistance of Shulk's many techs, those are the proper way to buff Shulk.
    • Helpful x 1

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Haunter31
Haunter31 Offline
Member Joined 7mo
486 points Ranked 8957th
doing the stuff with the things

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Haunter31 Offline
Member Joined 7mo
486 points Ranked 8957th

Haunter31
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Category

Sub-category
Shulk icon
Shulk
Super-category
Mechanics

Stats

Posts
10
Views
2,109
Downloads
143
Date Added
3mo
Date Modified
3mo
Date Updated
2mo

Scores

90 bScore
10 Rating

1 voter

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