Editing Out of shield

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The second important thing needed to understand the best OoS option to use is knowing the frame advantage the opponent's attack has on shield. Frame advantage in this case is the difference (in frames) between when the attacker can perform an option and when the shielding opponent can perform an OoS option. Shield advantage is determined by how much shieldstun the move causes and how much ending lag the move has. If a move has high shieldstun and low ending lag, it will grant a greater frame advantage than a move with lower shieldstun and higher ending lag. If the attacker can act the same frame that the opponent can drop shield or perform an out of shield option, the attack is neutral (or +/-0 frames) on shield. If the shielding opponent can act before the attacker, the move grants frame disadvantage (or - frames) on shield. If the attacker can act before the shielding opponent, the move will grant frame advantage (or + frames) on shield.
The second important thing needed to understand the best OoS option to use is knowing the frame advantage the opponent's attack has on shield. Frame advantage in this case is the difference (in frames) between when the attacker can perform an option and when the shielding opponent can perform an OoS option. Shield advantage is determined by how much shieldstun the move causes and how much ending lag the move has. If a move has high shieldstun and low ending lag, it will grant a greater frame advantage than a move with lower shieldstun and higher ending lag. If the attacker can act the same frame that the opponent can drop shield or perform an out of shield option, the attack is neutral (or +/-0 frames) on shield. If the shielding opponent can act before the attacker, the move grants frame disadvantage (or - frames) on shield. If the attacker can act before the shielding opponent, the move will grant frame advantage (or + frames) on shield.


Most attacks in the ''Smash Bros.'' series (at least after ''Smash 64''), grant a frame disadvantage on shield. Moves with a greater frame disadvantage on shield can be punished by a wider arrange of OoS options. For example, if [[Mario]] is shielding and he is hit by an attack which is only -4 on shield, his only guaranteed punish is his [[Super Jump Punch]] (as well as [[Mario Tornado]] in ''Smash 64''), as the opponent can shield any other attack he has or they can use a defensive option (such as roll, spotdodge, or an attack with intangibility, invincibility or super armor if the character possesses an attack with one of those properties) to avoid his grab. If a move is -30 however, Mario has enough time to drop his shield and hit his opponent with a forward smash (or any other attack he has). The shielding opponent should always go for the strongest punish they can. Using Mario shielding a -30 attack as an example again, while Mario can Super Jump Punch, he shouldn't use it as it will not KO the opponent until very high percents. If Mario uses a forward smash, it will KO the opponent if their percent is high enough. As a result, Mario should opt to use to forward smash as it will grant him a greater reward. He should only use Super Jump Punch for less punishable moves when it is either his only option or if he has no other more effective practical option.  
Most attacks in the ''Smash Bros.'' series (at least after ''Smash 64''), grant a frame disadvantage on shield. Moves with a greater frame disadvantage on shield can be punished by a wider arrange of OoS options. For example, if [[Mario]] is shielding and he is hit by an attack which is only -4 on shield, his only guaranteed punish is his [[Super Jump Punch]] (as well as [[Mario Tornado]] in ''Smash 64''), as the opponent can shield any other attack he has or they can use a defensive option (such as roll, spotdodge, or an attack with intangibility, invincibility or super armor if the character possesses an attack with one of those properties) to avoid his grab. If a move is -30 however, Mario has enough time to drop his shield and hit his opponent with a forward smash (or almost any other attack he has). The shielding opponent should always go for the strongest punish they can. Using Mario shielding a -30 attack as an example again, while Mario can Super Jump Punch, he shouldn't use it as it will not KO the opponent. If Mario uses a forward smash, it will KO the opponent if their percent is high enough. As a result, Mario should opt to use to forward smash as it will grant him a greater reward. He should only use Super Jump Punch for less punishable moves when it is either his only option or if he has no other more effective practical option.  


If an attack cannot be punished out of shield, it is considered to be "safe on shield". If an attack is safe, the attacking opponent can either shield, use a defensive option or use an attack to shield, avoid or even beat any of the shielding opponent's OoS options. Whether a move is safe or not can be character dependent as some characters can punish OoS earlier than others. When a move is universally safe however in all games is when an attack is -2 (so the attacker can only act 2 frames earlier than the shielding opponent) on shield or less. In this case, the shielding opponent should either keep shielding or perform a defensive option. While the shielding opponent can still use an OoS option, it is riskier as it is not guaranteed to hit the attacker (who can then potentially punish the failed OoS option). If a move grants frame advantage (+ frames) on shield, the attacker can act before the shielding opponent can. If the attacker throws out an attack before the shielding opponent can act, it will hit their shield before they can use any of their OoS options. In the most extreme cases, this can lead into a [[shield break combo]].
If an attack cannot be punished out of shield, it is considered to be "safe on shield". If an attack is safe, the attacking opponent can either shield, use a defensive option or use an attack to shield, avoid or even beat any of the shielding opponent's OoS options. Whether a move is safe or not can be character dependent as some characters can punish OoS earlier than others. When a move is universally safe however in all games is when an attack is -2 (so the attacker can only act 2 frames earlier than the shielding opponent) on shield or less. In this case, the shielding opponent should either keep shielding or perform a defensive option. While the shielding opponent can still use an OoS option, it is riskier as it is not guaranteed to hit the attacker (who can then potentially punish the failed OoS option). If a move grants frame advantage (+ frames) on shield, the attacker can act before the shielding opponent can. If the attacker throws out an attack before the shielding opponent can act, it will hit their shield before they can use any of their OoS options. In the most extreme cases, this can lead into a [[shield break combo]].

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