Editing Shield

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*For [[hitbox]] detection purposes, shields are considered both grounded and aerial, so they can be struck even by hitboxes that can only hit aerial opponents (which would otherwise be impossible to shield). If a move has two sets of ground-only and aerial-only hitboxes occupying the same space, such as [[Samus]]' [[up tilt]] from ''Melee'' onward (which deals 13% to grounded opponents and [[meteor smash]]es them, but deals 12% to aerial opponents and launches them diagonally), the hitboxes with the lowest ID hit the shield (in the aforementioned example, the ground-only ones).
*For [[hitbox]] detection purposes, shields are considered both grounded and aerial, so they can be struck even by hitboxes that can only hit aerial opponents (which would otherwise be impossible to shield). If a move has two sets of ground-only and aerial-only hitboxes occupying the same space, such as [[Samus]]' [[up tilt]] from ''Melee'' onward (which deals 13% to grounded opponents and [[meteor smash]]es them, but deals 12% to aerial opponents and launches them diagonally), the hitboxes with the lowest ID hit the shield (in the aforementioned example, the ground-only ones).
*When the shield is hit by an attack, both the attacker and defender experience [[hitlag]] as usual, then the defender undergoes an inactionable period known as [[shieldstun]], analogously to [[hitstun]]. Shieldstun is generally determined by the shielded attack's damage output, though several other factors can alter it in later games. Hitting a shield also creates '''shield pushback''' for the defender and (to a lesser extent) the attacker, separating them to a larger degree the more damage the shielded attack deals; this can even push the shielder off an edge and cause [[edge slipping]], except in ''Smash 4'' and ''Ultimate''.
*When the shield is hit by an attack, both the attacker and defender experience [[hitlag]] as usual, then the defender undergoes an inactionable period known as [[shieldstun]], analogously to [[hitstun]]. Shieldstun is generally determined by the shielded attack's damage output, though several other factors can alter it in later games. Hitting a shield also creates '''shield pushback''' for the defender and (to a lesser extent) the attacker, separating them to a larger degree the more damage the shielded attack deals; this can even push the shielder off an edge and cause [[edge slipping]], except in ''Smash 4'' and ''Ultimate''.
*If a [[projectile]] just barely grazes the outside of a shield (similarly to [[glancing blow]]s), the projectile is deflected at an angle instead of blocked. Unlike [[reflection]], this does not change its ownership.
*When initially raising a shield, a small energy pulse is created around the user. If a [[projectile]]'s hitbox just barely connects with a shield during this pulse (similarly to [[glancing blow]]s), the projectile is deflected at an angle instead of blocked, though unlike [[reflection]], this does not change its ownership.
*Certain attacks have increased [[shield damage]], meaning that they deal more damage to shields than to other targets. An example is the [[Fan]], which can instantly break a shield with a [[forward smash]]. Conversely, some attacks have negative shield damage, and thus deal less damage to shields; this is used by certain strong attacks in ''Smash 64'', such as the [[Hammer]], and by most projectiles in ''Ultimate'' from version {{SSBU|3.0.0}} onward.
*Certain attacks have increased [[shield damage]], meaning that they deal more damage to shields than to other targets. An example is the [[Fan]], which can instantly break a shield with a [[forward smash]]. Conversely, some attacks have negative shield damage, and thus deal less damage to shields; this is used by certain strong attacks in ''Smash 64'', such as the [[Hammer]], and by most projectiles in ''Ultimate'' from version {{SSBU|3.0.0}} onward.
*From ''Melee'' onward, blocking an attack right as the shield is raised (with the window depending on the game) triggers a '''[[perfect shield]]''', causing the shield to take no damage, reduced pushback (except in ''Melee''), and allowing the character to bypass shield drop lag with any action. In ''Melee'', a portion of this window can also reflect projectiles at half their previous damage. In ''Ultimate'', perfect shielding is instead done by dropping the shield, with a window of 5 frames.
*From ''Melee'' onward, blocking an attack right as the shield is raised (with the window depending on the game) triggers a '''[[perfect shield]]''', causing the shield to take no damage, reduced pushback (except in ''Melee''), and allowing the character to bypass shield drop lag with any action. In ''Melee'', a portion of this window can also reflect projectiles at half their previous damage. In ''Ultimate'', perfect shielding is instead done by dropping the shield, with a window of 5 frames.

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