Matchup Summary (Win Condition and Game Plan)
Richter vs Shulk hinges on whether Richter can block off midrange before Shulk’s long sword and Monado Arts take over.
If Richter repeats only one projectile height, Speed Art lets Shulk thread Neutral Air, Forward Air, and Forward Tilt through the gaps and push the slower Richter to the corner very quickly.
Still, the table shows Jab 1, Jab 2, Jab 3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, every smash attack, and Side B are all heavily punishable through Up B (6f) first. The moment Shulk’s grounded burst reaches shield, Richter needs to turn that touch into a real punish and ledge carry.
By contrast, Neutral Air and Up Air are basically safe on block, and Forward Air, Back Air, and Down Air are mostly Up B-only punishes. Richter is steadier when he backs up half a step after those blocks, covers the landing plus next jump with cross, axe, and whip tip, and does not force immediate kills through Shield Art.
Stocks are more reliable at ledge than in deep edgeguards. Layer Holy Water, axe, Fair, and whip tip around Air Slash’s return point, neutral getup, and ledge jump so Shulk has to keep re-entering through the same covered space.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Richter OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 5 | -17 |
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| Jab 2 | 5 | -25 |
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| Jab 3 | 6 | -32 |
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| Forward Tilt | 12 | -19/-20 |
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| Up Tilt | 11 | -18/-19 |
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| Down Tilt | 10 | -12/-13 |
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| Dash Attack | 12 | -16/-18 |
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| Forward Smash | 14/23 | -35/-36 |
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| Up Smash | 18/30 | -28 |
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| Down Smash | 18/23/28/35/41 | -/-56/-51/-52/-47/-48/-41/-42/-36/-37 |
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| Neutral Air | 13 | -2/-3 |
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| Forward Air | 14 | -6/-7 |
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| Back Air | 19 | -6/-7 |
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| Up Air | 14/24 | -6/-5/-5 |
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| Down Air | 14/23 | -11/-9/-10 |
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| Neutral B | — | — | ||
| Side B | 22 | -29/-30/-25/-27 |
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| Up B | 10 | ** | ||
| Down B | 7 (Start of Counter) | — | ||
| Grab | 7 | — | ||
| Dash Grab | 10 | — | ||
| Pivot Grab | 11 | — |
Win Condition Checklist
- Rotate the heights and placements of cross, axe, and Holy Water so Speed Art cannot reclaim space through one repeated rhythm.
- After blocking Jab 1, Jab 2, Jab 3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash attack, or Side B, punish with Up B (6f) first and take ledge carry even from center stage.
- Take Forward Air, Back Air, and Down Air with Up B (6f), but after blocking Neutral Air or Up Air, do not force a slower button. Use cross, axe, and whip tip to cover the next landing instead.
- When Shield Art comes out, stop forcing Up Smash or Fair kills and spend that time on ledge traps plus landing traps. When Smash Art comes out, do not stay in close scrambles and make Shulk swing first into whip range.
- At ledge, do not overchase. Stack Holy Water, axe, Fair, and whip tip around Air Slash’s return point and the main ledge options.
Actions to Avoid
- Repeating same-height cross or Holy Water and letting Speed Art change the approach angle for free.
- Trying to punish Neutral Air and Up Air every time and giving Shulk a whiff punish into close range.
- Forcing the same kill routes through Shield Art and then losing center stage and landing control when they do not work.
- Walking into close-range scrambles during Smash Art and dying early to Forward Tilt, Forward Air, Up Air, or Up B.
- Chasing too deep offstage and letting Jump Art or Up B alter the recovery angle while you give up a winning ledge trap.