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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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 | 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). | ||
==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 | :*[[Bowser]]'s [[Whirling Fortress]], which is frame 6 with adequate horizontal reach and 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. | ||
:*[[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. |