Out of shield: Difference between revisions

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Between the different games in the ''Smash Bros.'' series, the amount of [[shieldstun]] has varied. As shieldstun disables a player's ability to use any of their out of shield options, the more shieldstun a game has, the more difficult it becomes to get out of shield. It is easiest to OoS in ''Brawl'' both because the amount of shieldstun is lower than in the other games, and because it takes only 7 frames for a player to drop a shield, making it viable for a player to drop their shield and then use any move. Conversely, it is the hardest to use OoS techniques in ''Smash 64'' because of its high shieldstun. An example of this is that if a move deals 15%, it will have 28 frames of shieldstun in ''Smash 64'' but in ''Brawl'', it will only have 5 frames of shieldstun.  
Between the different games in the ''Smash Bros.'' series, the amount of [[shieldstun]] has varied. As shieldstun disables a player's ability to use any of their out of shield options, the more shieldstun a game has, the more difficult it becomes to get out of shield. It is easiest to OoS in ''Brawl'' both because the amount of shieldstun is lower than in the other games, and because it takes only 7 frames for a player to drop a shield, making it viable for a player to drop their shield and then use any move. Conversely, it is the hardest to use OoS techniques in ''Smash 64'' because of its high shieldstun. An example of this is that if a move deals 15%, it will have 28 frames of shieldstun in ''Smash 64'' but in ''Brawl'', it will only have 5 frames of shieldstun.  


The amount of time it takes to drop shield without any shieldstun also varies between games. It takes 7 frames to drop shield in ''Brawl'', and ''Smash 4'', 11 frames in ''Smash 64'' and ''Ultimate'', and 15 frames in ''Melee''. One exception with this however is with [[Yoshi]] prior to ''Smash 4''. His shield drop is 15 frames long in ''Smash 64'' and 16 frames long in ''Melee'' and ''Brawl''.
The amount of time it takes to drop shield without any shieldstun also varies between games. It takes 7 frames to drop shield in ''Brawl'' and ''Smash 4'', 11 frames in ''Smash 64'' and ''Ultimate'', and 15 frames in ''Melee''. One exception with this, however, is with [[Yoshi]] prior to ''Smash 4''. His shield drop is 15 frames long in ''Smash 64'' and 16 frames long in ''Melee'' and ''Brawl''.


When a character jumps out of shield in ''Smash 64'', they are [[intangible]] for the first two frames of their jumpsquat. This can be used as a quick defensive option to avoid attacks, which can then lead into either an aerial or an up smash/up special. This was removed in all later entries however.  
When a character jumps out of shield in ''Smash 64'', they are [[intangible]] for the first two frames of their jumpsquat. This can be used as a quick defensive option to avoid attacks, which can then lead into either an aerial or an up smash/up special. This was removed in all later entries, however.  


Another change which occured in ''Brawl'' is that players can now perform an up special during the first frame of their jumpsquat. In ''Smash 64'' and ''Melee'', the player would have to jump from one frame before they could up special or up smash. In ''Brawl'' however, the player can now perform an up special the same frame as their jump begins, effectively allowing every chracter to perform their up special one frame earlier OoS. As an example of the effect this has, [[Marth]]'s [[Dolphin Slash]] comes out on frame 5 in all games. In ''Melee'', it cannot be done until frame 6 OoS but from ''Brawl'' onwards, it can now be performed on frame 5 OoS. This change was not made to up smashes however, so the player still has to jump for one frame in ''Brawl'' and ''Smash 4'' before they can up smash.  
Another change which occurred in ''Brawl'' is that players can now perform an up special during the first frame of their jumpsquat. In ''Smash 64'' and ''Melee'', the player would have to jump from one frame before they could up special or up smash. In ''Brawl'', however, the player can now perform an up special the same frame as their jump begins, effectively allowing every chracter to perform their up special one frame earlier OoS. As an example of the effect this has, [[Marth]]'s [[Dolphin Slash]] comes out on frame 5 in all games. In ''Melee'', it cannot be done until frame 6 OoS but from ''Brawl'' onwards, it can now be performed on frame 5 OoS. This change was not made to up smashes however, so the player still has to jump for one frame in ''Brawl'' and ''Smash 4'' before they can up smash.  


''Melee'' introduced [[perfect shield]]ing (also known as power shielding). If an attack hits a shield during its first 4 frames of startup, a power shield will occur. This has three useful effects. The first effect is that the player takes no shield damage. The second effect is that it can be used to reflect projectiles which is very useful against projectile users such as {{SSBM|Falco}}. The third effect is that it allows the player to use any attack during their shield drop animation (known as [[power shield canceling]]) which can allow for punishes which would otherwise not be possible (Yoshi cannot perform this in ''Melee'' and ''Brawl''.) Power shielding lost the ability to reflect projectiles in ''Brawl'' although it now induces much less shield pushback. ''SSB4'' (as of patch [[1.1.1]]) reduced the power shield window to 3 frames, although power shielding now reduces shieldstun.  
''Melee'' introduced [[perfect shield]]ing (also known as power shielding). If an attack hits a shield during its first 4 frames of startup, a power shield will occur. This has three useful effects. The first effect is that the player takes no shield damage. The second effect is that it can be used to reflect projectiles which is very useful against projectile users such as {{SSBM|Falco}}. The third effect is that it allows the player to use any attack during their shield drop animation (known as [[power shield canceling]]), which can allow for punishes which would otherwise not be possible (Yoshi cannot perform this in ''Melee'' and ''Brawl''.) Power shielding lost the ability to reflect projectiles in ''Brawl'', although it now induces much less shield pushback. ''SSB4'' (as of patch [[1.1.1]]) reduced the power shield window to 3 frames, although power shielding now reduces shieldstun.  


''Ultimate'' also allows players to use their up smash or up special out of shield without dropping shield or inputting a jump first. This particularly benefits up smashes as they can now be performed on the first possible frame rather than the second possible frame. Additionally perfect shielding has been reworked in ''Ultimate''. A perfect shield is now performed if a player drops shield within 5 frames of an attack. When successfully performed, this enables the player to act 3 frames earlier (in addition to having access to their entire moveset), allowing for harder punishes. Yet another change in ''Ultimate'' is that all characters have greatly increased [[traction]], which makes OoS punishes easier to perform, especially with characters that had poor traction in previous games.
''Ultimate'' also allows players to use their up smash or up special out of shield without dropping shield or inputting a jump first. This particularly benefits up smashes, as they can now be performed on the first possible frame rather than the second possible frame. Additionally, perfect shielding has been reworked in ''Ultimate''. A perfect shield is now performed if a player drops shield within 5 frames of an attack. When successfully performed, this enables the player to act 3 frames earlier (in addition to having access to their entire moveset), allowing for harder punishes. Yet another change in ''Ultimate'' is that all characters have greatly increased [[traction]], which makes OoS punishes easier to perform, especially with characters that had poor traction in previous games.


==Technical details==
==Technical details==