Matchup Summary (Win Condition and Game Plan)
If Samus stays planted at fixed midrange and keeps charging Charge Shot, Shulk can use his huge sword range and Speed Art burst to touch first and snowball into landing traps or ledge pressure. The first job is to use Missiles and low-to-mid Charge Shot charge to force Monado swaps and early swings without giving up center stage.
At the same time, Shulk’s Neutral Air, Forward Air, Back Air, and Up Air are long enough that many shield situations only lose to Up B, but Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, all smash attacks, and Side B are all punishable by Up B (4f) into aerials, Grab, or Up Smash. Once Samus stops one grounded button or Back Slash, she can shift immediately into landing traps and ledge pressure.
The win condition is not to keep forcing entries into the sword tip. Lock down Shulk’s movement with projectiles, then take the real opening with Fair, Uair, and Bomb to cover landings, and finish at the ledge by narrowing jump, Air Slash, and defensive getup options. When Shield Art is active, do not force the kill; holding center and building damage is the more stable route.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Samus 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
- Use Missiles and low-to-mid Charge Shot charge to interrupt Shulk’s walk, dash, and Monado swaps before he gets to plant sword spacing on center stage.
- After blocking Jab 1-3, Forward Tilt, Up Tilt, Down Tilt, Dash Attack, any smash attack, or Side B, punish immediately with the option that reaches: Up B (4f), Uair (8f), Fair (9f), Grab (10f), or Up Smash (11f).
- After shielding Neutral Air, Forward Air, Back Air, or Up Air, do not force a spot punish. Place Fair, Uair, or Bomb on the landing and drift path so the second touch is the real conversion.
- While Shield Art is denying the kill, do not overforce Up Throw or full Charge Shot. Keep stage control with Bombs and projectiles, then cash out once the Art ends and the ledgetrap starts again.
- At the ledge, value trap coverage over deep chase, and layer Fair, Uair, and Charge Shot onto jump and Air Slash return points to close the stock.
Actions to Avoid
- Charging full Charge Shot in sword-tip range and getting clipped first by Speed Art burst or long aerials.
- Swinging hard after every blocked Neutral Air or Forward Air and letting landing mixups turn into Shulk’s juggling game.
- Forcing full Charge Shot or Up Throw kill attempts into Shield Art and giving up stage position for nothing.
- Chasing too deep offstage after winning the corner and letting Jump Art or Air Slash reverse the position.
- Giving up center stage for free and letting Shulk dictate the whole pace of the game with long range plus Monado swaps.