Shulk vs Donkey Kong

Donkey Kong Matchup (Shulk)

Shulk vs Donkey Kong

Shulk vs Donkey Kong is most stable when you stop playing directly into Donkey Kong's Neutral Air and Back Air, punish Jab 1 and Jab 2, and take the landing or ledge route first.

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ChatGPT Matchup Summary (Win Condition and Game Plan)

Shulk wants to stop Donkey Kong’s Jab 1, Jab 2, and Forward Tilt with Grab (10f), Up B (10f), OOS Nair (16f), and OOS Dair (17f), then force Donkey Kong back outside Neutral Air and Back Air to keep stage control.
In Shulk vs Donkey Kong, the stable plan is to avoid playing directly into Donkey Kong’s Neutral Air and Back Air and take the landing or ledge route before Donkey Kong can reset.
The table shows that Donkey Kong’s Jab 1, Jab 2, and Forward Tilt can be answered by Shulk’s Grab (10f), Up B (10f), OOS Nair (16f), and OOS Dair (17f), so those overcommitments should be cashed out immediately.
For Shulk, Donkey Kong’s Neutral Air and Back Air are still hard to hit immediately out of shield, so reading the landing spot or ledge route matters more than forcing an early swing.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldShulk OOS Candidate MovesBarely Missed Moves
Jab 15-14
  • Grab (10f)
  • Up B (10f)
  • OOS Nair (+2)
  • OOS Dair (+3)
  • OOS Fair (+3)
  • OOS Uair (+3)
Jab 24-20
  • Grab (10f)
  • Up B (10f)
  • OOS Nair (16f)
  • OOS Dair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
  • Up Smash (18f)
  • OOS Bair (+2)
Forward Tilt7-19/-18
  • Grab (10f)
  • Up B (10f)
  • OOS Nair (16f)
  • OOS Dair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
  • Up Smash (18f)
Up Tilt5-24
  • Grab (10f)
  • Up B (10f)
  • OOS Nair (16f)
  • OOS Dair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
  • Up Smash (18f)
  • OOS Bair (22f)
Down Tilt6-11
  • Grab (10f)
  • Up B (10f)
Dash Attack9-13
  • Grab (10f)
  • Up B (10f)
  • OOS Nair (+3)
Forward Smash22-17/-18
  • Grab (10f)
  • Up B (10f)
  • OOS Nair (16f)
  • OOS Dair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
  • Up Smash (+1)
Up Smash14-22
  • Grab (10f)
  • Up B (10f)
  • OOS Nair (16f)
  • OOS Dair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
  • Up Smash (18f)
  • OOS Bair (22f)
Down Smash11-32
  • Grab (10f)
  • Up B (10f)
  • OOS Nair (16f)
  • OOS Dair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
  • Up Smash (18f)
  • OOS Bair (22f)
Neutral Air10-5/-6
  • None
Forward Air18-12/-11/-12
  • Grab (10f)
  • Up B (10f)
Back Air7-6/-7
  • None
Up Air6-10
  • Grab (10f)
  • Up B (10f)
Down Air14-8/-9
  • None
  • Grab (+2)
  • Up B (+2)
Neutral B19(+7)-33 to -19
  • Grab (10f)
  • Up B (10f)
  • OOS Nair (16f)
  • OOS Dair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
  • Up Smash (18f)
  • OOS Bair (+3)
Side B20-32
  • Grab (10f)
  • Up B (10f)
  • OOS Nair (16f)
  • OOS Dair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
  • Up Smash (18f)
  • OOS Bair (22f)
Up B19/25/32/40/49/55/62-37
  • Grab (10f)
  • Up B (10f)
  • OOS Nair (16f)
  • OOS Dair (17f)
  • OOS Fair (17f)
  • OOS Uair (17f)
  • Up Smash (18f)
  • OOS Bair (22f)
Down B12/23-15
  • Grab (10f)
  • Up B (10f)
  • OOS Nair (+1)
  • OOS Dair (+2)
  • OOS Fair (+2)
  • OOS Uair (+2)
  • Up Smash (+3)
Grab8
Dash Grab11
Pivot Grab12

Win Condition Checklist

  • Shulk should not play directly into Donkey Kong’s Neutral Air and Back Air; wait for Donkey Kong’s Jab 1, Jab 2, and Forward Tilt and answer with Grab (10f), Up B (10f), OOS Nair (16f), and OOS Dair (17f).
  • After Shulk blocks Donkey Kong’s Jab 1, Jab 2, and Forward Tilt, pick the reachable option from Grab (10f), Up B (10f), OOS Nair (16f), and OOS Dair (17f) immediately.
  • Shulk should not mash after Donkey Kong’s Neutral Air and Back Air; take the landing route, escape route, or ledge route first.
  • Shulk should finish stocks by breaking Donkey Kong’s landing and recovery routes so Neutral Air and Back Air does not get more neutral reps.

Actions to Avoid

  • Letting Donkey Kong start the exchange on Neutral Air and Back Air terms and giving Shulk’s stage control away for free.
  • Having Shulk block Donkey Kong’s Jab 1, Jab 2, and Forward Tilt but never answer with Grab (10f), Up B (10f), OOS Nair (16f), and OOS Dair (17f).
  • Sending Shulk too deep after Donkey Kong’s Neutral Air and Back Air and letting the reset punish the chase back.
  • Panicking at the ledge as Shulk and simplifying Donkey Kong’s Neutral Air and Back Air-driven advantage sequence.

Reference Links

Related Pages