Editing Out of shield

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[[File:Shield Grab Brawl.gif|thumb|200px|{{SSBB|Zero Suit Samus}} grabbing {{SSBB|Marth}} out of shield in ''[[Brawl]]''.]]
[[File:Shield Grab Brawl.gif|thumb|right|200px|{{SSBB|Zero Suit Samus}} grabbing {{SSBB|Marth}} out of shield in ''[[Brawl]]''.]]
[[File:Shield Drop USmash.gif|thumb|{{SSBB|Kirby}} using an up smash during the guard-off frames.]]
[[File:Shield Drop USmash.gif|thumb|right|{{SSBB|Kirby}} using an up smash during the guard-off frames.]]
'''Out of shield''' (abbreviated as '''OoS''') options are any moves or other actions that can be performed while a character is [[shield]]ing. These moves are usually used in response to shield [[pressure]] from an opponent. Since only some actions can be performed out of shield, the player who is shielding has fewer options both for fighting back and for movement. A character's set of out of shield options consists both of "built-in" moves from shield such as [[grab]]s and [[roll]]s, as well as many other moves like [[wavedash]]es, [[aerial]]s, and [[up smash]]es. Moves that have high ending [[lag]] or very little range are easiest to [[punish]] by performing a move OoS.
'''Out of shield''' (abbreviated as '''OoS''') options are any moves or other actions that can be performed while a character is [[shield]]ing. These moves are usually used in response to shield [[pressure]] from an opponent. Since only some actions can be performed out of shield, the player who is shielding has fewer options both for fighting back and for movement. A character's set of out of shield options consists both of "built-in" moves from shield such as [[grab]]s and [[roll]]s, as well as many other moves like [[wavedash]]es, [[aerial]]s, and [[up smash]]es. Moves that have high ending [[lag]] or very little range are easiest to [[punish]] by performing a move OoS.


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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 ''Brawl'' and 16 frames long in ''Melee''.
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 ''Brawl'' and 16 frames long in ''Melee''.


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. While Yoshi cannot jump out of shield in ''Melee'' he can still [[parry]] (which he also has access to in ''Smash 64''), which is a potent out of shield option.
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. While Yoshi cannot jump out of shield in ''Melee'' he can still [[parry]] (which he also has access to in ''Smash 64')', which is a potent out of shield option.


Another change which occurred in ''Brawl'' is that players can now perform an up special or an up smash 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/up smash the same frame as their jump begins, effectively allowing every chracter to perform their up special/up smash 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.  
Another change which occurred in ''Brawl'' is that players can now perform an up special or an up smash 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/up smash the same frame as their jump begins, effectively allowing every chracter to perform their up special/up smash 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.  
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Understanding what the best OoS option to use is requires extensive knowledge of frame data. The player first needs to understand what their fastest options are and how useful they are. The faster a move is, the more moves it can punish. The usefulness of the option depends on its range, strength and reliability. For example, while {{SSBM|Zelda}}'s up smash in ''Melee'' is a frame 6 OoS option (her fastest option by a large margin), it is rather useless due to its abysmal range and reliability; with the move failing to hit multiple characters and even if it does, the opponent can easily escape the move. {{SSBM|Bowser}}'s [[Whirling Fortress]] in ''Melee'' is also a frame 6 OoS option but it is much more useful due to its greater range, ability to KO, its intangibility frames during its startup (which allows him to plow through moves, even if the move is not a guaranteed punish) and the fact that Bowser can move around while using it.  
Understanding what the best OoS option to use is requires extensive knowledge of frame data. The player first needs to understand what their fastest options are and how useful they are. The faster a move is, the more moves it can punish. The usefulness of the option depends on its range, strength and reliability. For example, while {{SSBM|Zelda}}'s up smash in ''Melee'' is a frame 6 OoS option (her fastest option by a large margin), it is rather useless due to its abysmal range and reliability; with the move failing to hit multiple characters and even if it does, the opponent can easily escape the move. {{SSBM|Bowser}}'s [[Whirling Fortress]] in ''Melee'' is also a frame 6 OoS option but it is much more useful due to its greater range, ability to KO, its intangibility frames during its startup (which allows him to plow through moves, even if the move is not a guaranteed punish) and the fact that Bowser can move around while using it.  


Knowing how fast an option is depends on what kind of option it is. An up special or an up smash simply requires knowing the normal startup frames of the move (in addition to an extra frame prior to ''Brawl''). An aerial requires the jumpsquat frames as well as the startup of the aerial. In ''Ultimate'', all jumpsquats are 3 frames so for every character (with the unique exception of {{SSBU|Kazuya}}'s 7 frame jumpsquat), the speed of an aerial OoS is 3 + the aerial's startup frames. Jumpsquat lengths in the earlier games however depend on the character, so the player has to memorise their character's jumpsquat frames to make the most out of punishing OoS. A shield drop simply requires the player to add the length of the shield drop (which is 7, 11 or 15 frames depending on the game) to the startup lag of the move. For shields grabs, the player needs to know the startup frames of the grab. In ''Ultimate'', the frame data for a [[Shield grab|shield drop]] will also depend on if their shield was just hit, in which case the player needs to additionally add an extra 4 frames onto the startup.
Knowing how fast an option is depends on what kind of option it is. An up special or an up smash simply requires knowing the normal startup frames of the move (in addition to an extra frame prior to ''Brawl''). An aerial requires the jumpsquat frames as well as the startup of the aerial. In ''Ultimate'', all jumpsquats are 3 frames so for every character, the speed of an aerial OoS is 3 + the aerial's startup frames. Jumpsquat lengths in the earlier games however depend on the character, so the player has to memorise their character's jumpsquat frames to make the most out of punishing OoS. A shield drop simply requires the player to add the length of the shield drop (which is 7, 11 or 15 frames depending on the game) to the startup lag of the move. For shields grabs, the player needs to know the startup frames of the grab and in ''Ultimate'', the players needs to additionally add an extra 4 frames onto the startup.


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.
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This concept is not exclusive to the ''Smash Bros.'' series as it also applies to any other traditional fighting game. The main difference between ''Smash Bros.'' and other fighting games however is that in other fighting games, the player has access to their entire moveset immediately after blocking while in ''Smash'', the player has restrictions on what they can do due to how shields work (except after [[perfect shield]]ing).
This concept is not exclusive to the ''Smash Bros.'' series as it also applies to any other traditional fighting game. The main difference between ''Smash Bros.'' and other fighting games however is that in other fighting games, the player has access to their entire moveset immediately after blocking while in ''Smash'', the player has restrictions on what they can do due to how shields work (except after [[perfect shield]]ing).
Some actions can cancel the shield drop animation, and some actions may be done without dropping shield at all. In ''Ultimate'', the 11 frames of shield drop may be cancelled at any time by an [[up special]], [[up smash]], or jump. Up special, up smash, and jump may also be done directly out of shield, without dropping shield at all. A [[grab]] may also be performed without dropping shield at all (known as a [[shield grab]]), but cannot cancel the 11 frames of shield drop. Thus, if a player wishes to grab to punish OoS, they must input grab while they are still shielding. Additionally, a grab input while under [[shieldstun]] from an attack will continue shielding for an extra 4 frames before the grab starts.


==Examples of OoS moves==
==Examples of OoS moves==
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:*{{SSBM|Fox}} and {{SSBM|Falco}}'s [[shine]]s in ''Melee'' (and ''Smash 64'' in Fox's case) can be used OoS by jumping and using them immediately after leaving the ground. The shine [[momentum cancel|cancels the momentum]] from the jump and the character returns to the ground, allowing him to jump out of the shine. This technique is nearly identical to [[multishine|multishining]]. Fox's is more effective as an OoS option due to his 3-frame jumpsquat (as opposed to Falco's 5-frame jumpsquat) and its greater range.
:*{{SSBM|Fox}} and {{SSBM|Falco}}'s [[shine]]s in ''Melee'' (and ''Smash 64'' in Fox's case) can be used OoS by jumping and using them immediately after leaving the ground. The shine [[momentum cancel|cancels the momentum]] from the jump and the character returns to the ground, allowing him to jump out of the shine. This technique is nearly identical to [[multishine|multishining]]. Fox's is more effective as an OoS option due to his 3-frame jumpsquat (as opposed to Falco's 5-frame jumpsquat) and its greater range.
*Any [[up special]] move can be used from a shielding position. While many moves have insufficient startup and/or range to be reliably used, or even lack a damaging hitbox altogether, others are a lot more effective. In ''Smash 64'', ''Melee'', ''Brawl'' and ''SSB4'', [[jump-canceling]] is required in order to perform an up special out of shield (in ''Melee'' and ''Brawl'', [[Yoshi]] cannot jump out of shield, so this is impossible for him), but in ''Ultimate'', jump-canceling is not necessary in order to do so, as one can merely drop one's shield and bypass the shield-dropping animation entirely with an up special input; if the [[C-Stick]] is set to special moves, one can also merely flick it upward while shielding to perform an immediate up special out of shield.
*Any [[up special]] move can be used from a shielding position. While many moves have insufficient startup and/or range to be reliably used, or even lack a damaging hitbox altogether, others are a lot more effective. In ''Smash 64'', ''Melee'', ''Brawl'' and ''SSB4'', [[jump-canceling]] is required in order to perform an up special out of shield (in ''Melee'' and ''Brawl'', [[Yoshi]] cannot jump out of shield, so this is impossible for him), but in ''Ultimate'', jump-canceling is not necessary in order to do so, as one can merely drop one's shield and bypass the shield-dropping animation entirely with an up special input; if the [[C-Stick]] is set to special moves, one can also merely flick it upward while shielding to perform an immediate up special out of shield.
:*[[Bowser]]'s [[Whirling Fortress]], which has 5 frames of startup in ''Melee'' and 6 frames startup in all future titles, possesses adequate horizontal reach with significant damage and knockback. It also allows Bowser to move a considerable distance across the ground in either direction, allowing Bowser to escape pressure easily. Bowser is also intangible during its startup in ''Melee'' and ''Brawl'', allowing him to escape pressure in cases most other character's cannot while in shield.  
:*[[Bowser]]'s [[Whirling Fortress]], which is very fast with adequate horizontally reach while striking powerfully. It also allows Bowser to move pretty far across the ground in either direction, allowing Bowser to escape pressure easily. Bowser is also intangible during its startup in ''Melee'' and ''Brawl'', allowing him to escape pressure in cases most other character's cannot while in shield.  
:*[[Donkey Kong]]'s [[Spinning Kong]], which works similarly to Bowser's, except that as of ''Brawl'', it is much slower, much weaker (except in ''Ultimate'', where it is actually stronger), and while Donkey Kong can move just as far as Bowser's forward, he barely moves if he tries going backward. In ''Smash 64'' and ''Melee'' however, it is a rather effective OoS option, being a frame 4 move in both games. In ''Smash 64'', DK is intangible during the move's first 5 frames, although in ''Melee'' this was reduced to 3 frames once the hitboxes became active. In ''Melee'', the move's initial hitbox is very powerful and can easily KO opponents once they pass 100%.
:*[[Donkey Kong]]'s [[Spinning Kong]], which works similarly to Bowser's, except that as of ''Brawl'', it is much slower, much weaker (except in ''Ultimate'', where it is actually stronger), and while Donkey Kong can move just as far as Bowser's forward, he barely moves if he tries going backward. In ''Smash 64'' and ''Melee'' however, it is a rather effective OoS option, being a frame 4 move in both games. In ''Smash 64'', DK is intangible during the move's first 5 frames, although in ''Melee'' this was reduced to 3 frames once the hitboxes became active. In ''Melee'', the move's initial hitbox is very powerful and can easily KO opponents once they pass 100%.
:*[[Link]]'s [[Spin Attack]], which is decently fast with a great horizontal reach that strikes equally on both sides. It is a very powerful and effective option in all games, except in ''Brawl'', where it is noticeably slower and weaker than in other entries.
:*[[Link]]'s [[Spin Attack]], which is decently fast with a great horizontal reach that strikes equally on both sides. It is a very powerful and effective option in all games, except in ''Brawl'', where it is noticeably slower and weaker than in other entries.
:*[[Mario]]'s [[Super Jump Punch]], is one of the fastest possible attacks out of shield, being a frame 3 OoS option (frame 4 in ''Melee''). It deals low knockback, however, and is very punishable if it misses due to its helplessness and high landing lag, limiting its effectiveness. Additionally, prior to ''SSB4'', the opponent could potentially [[SDI]] out of the move and punish Mario.
:*[[Mario]]'s [[Super Jump Punch]], is one of the fastest possible attacks out of shield, being a frame 3 OoS option (frame 4 in ''Melee''). It deals low knockback, however, and is very punishable if it misses due to its helplessness and high landing lag, limiting its effectiveness. Additionally, prior to ''SSB4'', the opponent could potentially [[SDI]] out of the move and punish Mario.
:*[[Dr. Mario]]'s [[Super Jump Punch]] also comes out on frame 3, and in ''SSB4'' and ''Ultimate'', it has a strong initial hit, making it a highly effective OoS option, especially when a move is [[perfect shield]]ed.
:*[[Dr. Mario]]'s [[Super Jump Punch]] also comes out on frame 3, and in ''SSB4'' and ''Ultimate'', it has a strong initial hit, making it a highly effective OoS option, especially when a move is [[perfect shield]]ed.
:*[[Marth]]'s [[Dolphin Slash]] has a very fast frame 5 startup, with great horizontal reach, and striking powerfully. It is especially effective in ''Brawl'', as it is not only stronger than in later entries but it also has [[intangibility]] during its first 5 frames, which can allow Marth to use it to escape pressure in situations most other characters cannot while in shield. While extremely effective and capable of punishing nearly any move out of shield, it carries great risk, as it leaves Marth [[helpless]] in the air, which leaves him wide open for a punish if he misses.
:*[[Marth]]'s [[Dolphin Slash]] has a very fast frame 5 startup, with great horizontal reach, and striking powerfully. It is especially effective in ''Brawl'', as it is not only stronger than in later entries but it also has [[intangibility]] during its first 5 frames, which can allow Marth to use it to escape pressure in situations most other characters cannot while in shield. While extremely effective and capable of punishing nearly any move out of shield, it carries great risk, as it leaves Marth [[helpless]] in the air, which leads him wide open for a punish if he misses.
:*[[Meta Knight]]'s [[Shuttle Loop]], which works similarly to Marth's Dolphin Slash, except it is slower, hits vertically and has less horizontal reach. In ''Brawl'', Meta Knight initiates his glide after using Shuttle Loop, making it extremely difficult to punish. In ''Smash 4'' and ''Ultimate'' however, Meta Knight is left helpless after using it, leaving him in a vulnerable position.
:*[[Meta Knight]]'s [[Shuttle Loop]], which works similarly to Marth's Dolphin Slash, except it is slower, hits vertically and has less horizontal reach. In ''Brawl'', Meta Knight initiates his glide after using Shuttle Loop, making it extremely difficult to punish. In ''Smash 4'' and ''Ultimate'' however, Meta Knight is left helpless after using it, leaving him in a vulnerable position.
:*[[Zelda]]'s [[Farore's Wind]] in ''SSB4'' and ''Ultimate'' is a very powerful and deadly OoS option. The first hit combos into the second; this combo is often called "the elevator". However, it is very risky to use carelessly as if she misses, she will be left open to punishes. Additionally, the second hit can often be escaped entirely using [[DI]], though Zelda can typically react to this.
:*[[Zelda]]'s [[Farore's Wind]] in ''SSB4'' and ''Ultimate'' is a very powerful and deadly OoS option. The first hit combos into the second; this combo is often called "the elevator". However, it is very risky to use carelessly as if she misses, she will be left open to punishes.
:*[[Mr. Game & Watch]]'s [[Fire]] is a useful OoS option in every game. In ''Melee'', it is a frame 2 OoS option, making it the fastest OoS option not only in ''Melee'', but in the entire series. This allows Mr. Game & Watch to punish moves that would be completely safe against any other character. In ''Brawl'' and ''SSB4'', it does not come out until frame 9. However, Mr. Game & Watch now uses a parachute after using the move and he gains intangibility while jumping up, making it a great option to escape pressure. The move is most effective in ''Ultimate'', however, where it not only retains the added benefits it received in ''Brawl'', but has once again become an extremely effective attack out of shield due to its newly-added frame 3 hitbox with decent horizontal range, which hits on both sides and can be comboed directly into Mr. Game & Watch's own aerials.
:*[[Mr. Game & Watch]]'s [[Fire]] is a useful OoS option in every game. In ''Melee'', it is a frame 2 OoS option, making it the fastest OoS option not only in ''Melee'', but in the entire series. This allows Mr. Game & Watch to punish moves that would be completely safe against any other character. In ''Brawl'' and ''SSB4'', it does not come out until frame 9. However, Mr. Game & Watch now uses a parachute after using the move and he gains intangibility while jumping up, making it a great option to escape pressure. The move is most effective in ''Ultimate'', however, where it not only retains the added benefits it received in ''Brawl'', but has once again become an extremely effective attack out of shield due to its newly-added frame 3 hitbox with decent horizontal range, which hits on both sides and can be comboed directly into Mr. Game & Watch's own aerials.
:*{{SSBU|Chrom}}'s [[Soaring Slash]] possesses immense range on the first hit and impressive damage output should all of its hits connect, which makes it an extremely effective out of shield option. The move's frame 10 startup is its biggest weakness, however, which can limit its usage against moves that are -9 or better on shield.
:*{{SSBU|Chrom}}'s [[Soaring Slash]] possesses immense range on the first hit and impressive damage output should all of its hits connect, which makes it an extremely effective out of shield option. The move's frame 10 startup is its biggest weakness, however, which can limit its usage against moves that are -9 or better on shield.
:*{{SSBU|Cloud}}'s [[Climhazzard]] is a potent out-of-shield option good at punishing rolling opponents. It is an amazing tool at escaping up-close pressure due to its frame 7 startup and massive hitbox and does considerable damage if all hits connect. The move is even more potent with full [[Limit Charge]], making it an extremely valuable offensive tool. Can even [[meteor smash]] at the ledge or offstage. However, [[DI]] will typically allow the opponent to escape the descending hitbox if Cloud's relative position is too close or too far from the opponent.
:*{{SSBU|Cloud}}'s [[Climhazzard]] is a potent out-of-shield option good at punishing rolling opponents. It is an amazing tool at escaping up-close pressure, and is capable of KO'ing opponents at mid-to-high percentages. The move is even more potent with full [[Limit Charge]], making it an extremely valuable offensive tool. Can even [[meteor smash]] at the ledge or offstage.
*Any [[up smash]] can be used from a shielding position. Many of these are situational, as they are either too slow or have an insufficient horizontal range to hit an attacking opponent out of shield. Others can be especially effective, however. In ''Smash 64'', ''Melee'', ''Brawl'' and ''SSB4'', [[jump-canceling]] is required in order to perform an up smash out of shield (in ''Melee'' and ''Brawl'', [[Yoshi]] cannot jump out of shield, so this is impossible for him), but in ''Ultimate'', jump-canceling is not necessary in order to do so, as one can merely drop one's shield and bypass the shield-dropping animation entirely with an up smash input; if the [[C-Stick]] is set to smash attacks (which is used by default), one can also merely flick it upward while shielding to perform an immediate up smash out of shield.
*Any [[up smash]] can be used from a shielding position. Many of these are situational, as they are either too slow or have an insufficient horizontal range to hit an attacking opponent out of shield. Others can be especially effective, however. In ''Smash 64'', ''Melee'', ''Brawl'' and ''SSB4'', [[jump-canceling]] is required in order to perform an up smash out of shield (in ''Melee'' and ''Brawl'', [[Yoshi]] cannot jump out of shield, so this is impossible for him), but in ''Ultimate'', jump-canceling is not necessary in order to do so, as one can merely drop one's shield and bypass the shield-dropping animation entirely with an up smash input; if the [[C-Stick]] is set to smash attacks (which is used by default), one can also merely flick it upward while shielding to perform an immediate up smash out of shield.
:*[[Charizard]]'s, which is decently fast (being a frame 6 option in ''Brawl'' and ''Ultimate'' and a frame 7 option in ''SSB4'') with large hitboxes that reach decently far horizontally, while also being quite powerful. It also strikes on both sides, but there is a delay to the second hit that strikes behind, which is usually too long for it to effectively hit an opponent attacking from behind.
:*[[Charizard]]'s, which is decently fast (being a frame 6 option in ''Brawl'' and ''Ultimate'' and a frame 7 option in ''SSB4'') with large hitboxes that reach decently far horizontally, while also being quite powerful. It also strikes on both sides, but there is a delay to the second hit that strikes behind, which is usually too long for it to effectively hit an opponent attacking from behind.
:*[[Fox]]'s, which has a combination of fast [[startup]], decent horizontal reach in front of him, and fearsome power (particularly in ''Smash 64'', although he has fewer opportunities to use it as an OoS options compared to later games due to the game's high shieldstun). It cannot effectively punish those attacking from behind, however, as it does not reach behind until the very end of the move, and it has less horizontal reach from behind while becoming much weaker.
:*[[Fox]]'s, which has a combination of fast [[startup]], decent horizontal reach in front of him, and fearsome power (particularly in ''Smash 64'', although he has fewer oppurtunities to use it as an OoS options compared to later games due to the game's high shieldstun). It cannot effectively punish those attacking from behind, however, as it does not reach behind until the very end of the move, and it has less horizontal reach from behind while becoming much weaker.
:*[[Olimar]]'s, while its horizontal reach is poor, strikes equally on both sides, and is very fast while being very powerful (especially if done with a Purple Pikmin), enough so that it can be even deadlier than Fox's. It is most effective in ''Brawl'' due to its lower startup lag, greater range and stronger hitboxes, although it is still a rather solid option in ''Ultimate''.
:*[[Olimar]]'s, while its horizontal reach is poor, strikes equally on both sides, and is very fast while being very powerful (especially if done with a Purple Pikmin), enough so that it can be even deadlier than Fox's. It is most effective in ''Brawl'' due to its lower startup lag, greater range and stronger hitboxes, although it is still a rather solid option in ''Ultimate''.
:*[[Marth]]'s from ''Brawl'' onward, while it has some startup to it, possesses a moderately sized vacuum hitbox on both sides that launches opponents into the main attack, dealing very high damage to those who attack Marth's shield a bit too close. It is mainly useful if Marth's opponent is behind him.
:*[[Marth]]'s from ''Brawl'' onward, while it has some startup to it, possesses a moderately sized vacuum hitbox on both sides that launches opponents into the main attack, dealing very high damage to those who attack Marth's shield a bit too close. It is mainly useful if Marth's opponent is behind him.
:*[[Diddy Kong]]'s comes out on frame 5, making it the single fastest up smash in every game he appears in and a highly useful OoS option that can punish more moves than other up smashes.
:*[[Diddy Kong]]'s comes out on frame 5, making it the single fastest up smash in every game he appears in and a highly useful OoS option that can punish more moves than other up smashes.
:*[[Wolf]]'s has some startup lag to it, but its first hit has great horizontal reach that strikes equally on both sides, and when combined with Wolf's high [[traction]] (in ''Brawl''), this makes it a fairly easy move to land. It allows Wolf to punish a variety of moves from various positions with it.
:*[[Wolf]]'s has some startup lag to it, but its first hit has great horizontal reach that strikes equally on both sides, and when combined with Wolf's high [[traction]] (in ''Brawl''), this makes it a fairly easy move to land. It allows Wolf to punish a variety of moves from various positions with it.
:*[[Mario]]'s, [[Luigi]]'s, and [[Dr. Mario]]'s have quick startup with large hitboxes behind them, high power (especially in ''Smash 64'' though it is less applicable in that game for the same reasons as Fox's), and head [[intangibility]] that lets them negate multihits to an extent. However, it does not hit in front of them until the end of the move and has significantly less range when it does.
:*[[Mario]]'s, [[Luigi]]'s, and [[Dr. Mario]]'s have quick startup with large hitboxes behind them, high power (especially in ''Smash 64'' though it is less applicable in that game for the same reasons as Fox's), and head [[intangibility]] that lets them negate multihits to an extent. However, it does not hit in front of them until the end of the move and has less range when it does.
:*{{SSBU|Min Min}}'s has quick startup, a large hitbox, exceptional power, and it is the only up smash (and one of the only three smash attacks, the others being {{SSBU|Ness}} and {{SSBU|Lucas}}'s forward smashes) in ''Ultimate'' that can reflect projectiles. This makes it an invaluable tool in her arsenal.
:*{{SSBU|Min Min}}'s has quick startup, and it is the only up smash (and one of the only three smash attacks, the others being {{SSBU|Ness}} and {{SSBU|Lucas}}'s forward smashes) in ''Ultimate'' that can reflect projectiles. This makes it an invaluable tool in her arsenal.
*[[Roll]]ing (which also allows [[glide toss]]ing in ''Brawl'').
*[[Roll]]ing (which also allows [[glide toss]]ing in ''Brawl'').
*[[Spot dodge]], while not especially effective at moving the player away from danger or countering with a hit, can be used out of shield. In ''Ultimate'', the ending lag of spot dodges can be canceled into an attack, and {{SSBU|Terry}} can even cancel his spot dodge into a unique attack that resembles his [[up tilt]] but functions differently.
*[[Spot dodge]], while not especially effective at moving the player away from danger or countering with a hit, can be used out of shield. In ''Ultimate'', the ending lag of spot dodges can be canceled into an attack, and {{SSBU|Terry}} can even cancel his spot dodge into a unique attack that resembles his [[up tilt]] but functions differently.

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