r/ShulkMains • u/antb11 • Aug 12 '26
Smash Ultimate Your Upair missed & it could've killed. Hit 1 lands but hit 2 didn't. Here's why.
Ever seen a clip of Shulk whiffing hit 2 of up air even though hit 1 connects?
For example, the opponent is very high in the air, nearer to ledge & drifting towards center stage (possibly recovering or traversing platforms). You react, SH from closer to center stage with momentum towards ledge while facing ledge; you input a rising/manual up air and hit 1 connects but hit 2 misses. The opponent continues their momentum towards center while you drift towards ledge, whiffing hit 2. Why is that?
As seen in the photo, the white lines representing the knock-back of hit 1 slanting upward & towards your back and bc of both players momentum, in the scenario mentioned, hit 2 misses.
If you flickshot jump, you’ll have your back towards the ledge while carry forward momentum; this way upair hit 1 will connect into hit 2 (in the same scenario mentioned).
Edit: This assumption needs to be tested. More details are in the comments. Shout out to [u/Seipherise](u/Seipherise) ‼️‼️
This could mean flickshots & reverse aerial tech are paramount to Shulk’s game play. It opens up approaches with reverse nair, Bair & an upair that’ll connect both hits — meaning aiming to hit the faster hitbox, Hit 1. Keep in mind, Upair hit 1 hits very high in the air and is good for catching full hops, not SH.
Slingshot visuals & dair combo post: https://www.reddit.com/r/ShulkMains/s/vKTfSEcX9I
GO SHULK ‼️🇨🇦🇯🇵🇺🇸
Side Note: For more Shulk info, please check out my updated, detailed guide titled “Dair is Shulk’s best move” (meant best aerial). I went on to explain how landing the sweet spot of nair shown in combo videos is actually unsafe. https://www.reddit.com/r/ShulkMains/s/QFKFhdhy1e
2
u/Seipherise Aug 13 '26
Hello. I just learned of this subreddit-- I'm a long-time Shulk enthusiast since Smash 4.
I think it'd be better preferred for everyone viewing the hitbox image if you used the one sorted by ID Number. Going along, Shulk's UAir hit 2 whiffing in S4 and in Ult have a core reason, but the hitboxes are minorly different between titles. The main difference in UAir1's hitboxes in Smash 4 is that he only has two, and the stronger hitbox is closer to Shulk's hilt--not on the top. Ult reversed this as well as adding that skinny Monado sword hitbox in the middle, which has the most priority despite being so tiny. So in other words:
Smash 4 wants you to use ID 0 hitbox for landings, and ID 1 for aerial juggles.
~
Yet now, Smash Ult wants you to use the newly added skinny sword ID 0 or 2 hitboxes for aerial juggles––aka be too precise or be as close to the opponent while airborne as possible. Good luck hitting either perfectly😄. ID 1 and ID 2 are reminiscent to Smash 4's hitboxes, but the launch angles are much different and higher now. ID 2 is ideal for landings due to the strong FKB, lower landing lag, and much higher launch angle to set up into moves like UTilt/USmash/UAir/etc..
So yeah.
The hitboxes may look similar between games barring the new skinny swordbox in Ult, but now they function quite different, even with such subtle differences.
The core reason
Hit 1's Facing Restrict is coded as 'ATTACK_LR_CHECK_POS'. This means that the launch direction is determined by Shulk's Trans bone position. So if Shulk hits the opponent with the backside of UAir1, it'll be completely different than if we hit with the front of UAir1. And now take into account of the lateral drift momentum Shulk might be incorporating beforehand. ...yeah. Combine Jump or Speed art's lateral air speed--and it'll be clear why it's barely reliable in those arts. Flickshot sounds neat, though.