Editing Perfect shield
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[[File:Peach Powershield Laser.gif|thumb|220px|In ''Melee'', during the first | [[File:Peach Powershield Laser.gif|right|thumb|220px|In ''Melee'', anytime during the first 2 frames of activation, powershielding will reflect any projectile, even ones that have already been powershielded. ]] | ||
A ''' | A '''powershield''' ({{ja|ジャストシールド|Jasuto shīrudo}}, '''Just shield''') (officially called '''perfect shield''' in ''Brawl'' onward) is a technique where one activates a full [[shield]] such that it connects with an incoming [[attack]] on the first few frames. In order for the technique to be executed, one must rely on timing and skill. When the opponent is ready to strike, the player must quickly use the shield. If done correctly, the [[character]] takes no [[shield damage]] (or [[shieldstun]] if a projectile was powershielded) and may immediately perform a counterattack while the attacker is stuck in [[hitlag]]. The powershield technique in ''[[Melee]]'', ''[[Brawl]]'', ''[[SSB4]]'' and ''[[Ultimate]]'' is comparable to a parry in traditional fighting games, as it results in little to no knockback and freezes the opponent for a couple frames. | ||
Powershielding up through ''SSB4'' is done by quickly and fully depressing a shield button four frames before an attack connects. If done correctly, there will be a significant flash on the shield and a distinctive "chlink" sound (with the exception of ''SSB4'', where a softer sound plays instead). Because it is technically a shield, it is ineffective against [[grab]]s. In ''Melee'', powershielding can [[reflect]] [[projectile]]s during the first two frames, although they deal half their usual damage (unlike other reflectors, which increase their damage), and [[Poké Ball]]s reflected in this way retain the ownership of the character that threw them. In ''Brawl'' and ''SSB4'', perfect shielding merely redirects projectiles at an angle without changing their ownership. | |||
In ''Ultimate'' the method has been reversed | In ''Ultimate'' the method has been reversed; after a shield has already been raised, perfect shielding is done by releasing the shield button immediately before an attack connects. If performed correctly the defending character will flash. ''Both'' characters will enter [[hitlag]], but the defending character is still able to recover much quicker for a counterattack. | ||
[[CPU]] players, especially | [[CPU]] players, especially level 9s, use this technique a lot to reflect projectiles in ''Melee'', and against any oncoming attack since ''Brawl''. Human players don't use it as much simply because of the reaction times and precision usually required, and as such, it often comes as a surprise and can momentarily disrupt a match. However, it has been made easier to take advantage of in ''Brawl'' onwards than in ''Melee'' due to the ability to drop one's shield twice as fast. At high level play, powershielding in ''Melee'' can be used to reflect a wave of incoming projectiles such as Falco's laser, to punish [[camping]]. | ||
==In ''[[Super Smash Bros. Melee]]''== | ==In ''[[Super Smash Bros. Melee]]''== | ||
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::1.2.2 If ''GuardDamage'' (the animation usually referred to as [[shieldstun]]) is interrupted by another hitbox colliding with the shield, the shielding character undergoes shield hitlag and subsequent shieldstun once more. This does not affect the eventual ability to interrupt ''GuardOff'', even if the shielding character get hits by many attacks while in shield and experiences very long shieldstun. | ::1.2.2 If ''GuardDamage'' (the animation usually referred to as [[shieldstun]]) is interrupted by another hitbox colliding with the shield, the shielding character undergoes shield hitlag and subsequent shieldstun once more. This does not affect the eventual ability to interrupt ''GuardOff'', even if the shielding character get hits by many attacks while in shield and experiences very long shieldstun. | ||
::1.2.3 As soon as ''GuardDamage'' is over, the character will enter his indefinite ''Guard'' animation if he still holds down a shoulder button. If he doesn't keep L, R or Z pressed, he will enter the ''GuardOff'' animation. | ::1.2.3 As soon as ''GuardDamage'' is over, the character will enter his indefinite ''Guard'' animation if he still holds down a shoulder button. If he doesn't keep L, R or Z pressed, he will enter the ''GuardOff'' animation. | ||
:::1.2.3.1 If the character immediately transitioned from ''GuardDamage'' to ''GuardOff'' '''or''' didn't spend more than 3 frames in the ''Guard'' animation before dropping his shield, the possibility to cancel ''GuardOff'' will still be available. ''GuardOff'' has a total animation length of 15 frames and can be interrupted by any action that can be triggered with the buttons A, B, X, Y and Z as well as with the C-stick. Additionally, grabbing with (L∨R)∧A, jumping with ↑ and spot dodging with ↓ on the control stick are possible. | :::1.2.3.1 If the character immediately transitioned from ''GuardDamage'' to ''GuardOff'' '''or''' didn't spend more than 3 frames in the ''Guard'' animation before dropping his shield, the possibility to cancel ''GuardOff'' will still be available. ''GuardOff'' has a total animation length of 15 frames and can be interrupted by any action that can be triggered with the buttons A, B, X, Y and Z as well as with the C-stick. Additionally, grabbing with (L∨R)∧A, jumping with ↑ and spot dodging with ↓ on the control stick are possible. Up tilt and down tilt are only possible by keeping them pressed from at least 4 frames before the start of the ''GuardOff'' animation – otherwise, the input will still count as a smash input and trigger jump or spot dodge. | ||
:1.3 If a projectile connects with the powershield sphere during ''GuardReflect 3-4'', the next incoming physical attack will be powershielded. (Details still left to figure out.) | :1.3 If a projectile connects with the powershield sphere during ''GuardReflect 3-4'', the next incoming physical attack will be powershielded. (Details still left to figure out.) | ||
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==In ''[[Super Smash Bros. Brawl]]''== | ==In ''[[Super Smash Bros. Brawl]]''== | ||
[[File:Perfect Shield.png|thumb|{{SSBB|Bowser}} perfect shielding an attack in ''Brawl'', creating a collision bubble where it was blocked.]] | [[File:Perfect Shield.png|thumb|{{SSBB|Bowser}} perfect shielding an attack in ''Brawl'', creating a collision bubble where it was blocked.]] | ||
The ability to powershield returns in ''Brawl'', now officially known as a '''perfect shield'''. It works similar to ''Melee'', but with a few notable differences. One major change is that perfect shielding no longer reflects projectiles; should a projectile connect during perfect shield frames, it will either disappear or rebound off the shield at an angle instead of back | The ability to powershield returns in ''Brawl'', now officially known as a '''perfect shield'''. It works similar to ''Melee'', but with a few notable differences. One major change is that perfect shielding no longer reflects projectiles; should a projectile connect during perfect shield frames, it will either disappear or rebound off the shield at an angle instead of back towards the owner of the projectile. A projectile that bounces off a character's shield can no longer affect that character unless it is a multi-hit attack. Additionally, perfect shielding a melee attack now incurs decreased shieldstun, and significantly less shield pushback, decreasing it by 0.15×. Lastly, a clear "clang" sound occurs when a perfect shield is executed. | ||
{{clrr}} | {{clrr}} | ||
==In ''[[Super Smash Bros. 4]]''== | ==In ''[[Super Smash Bros. 4]]''== | ||
[[File:Mario powershields a Fast Capsule.JPG|thumb|{{SSB4|Mario}} perfect shielding {{SSB4|Dr. Mario}}'s [[Fast Capsule]].]] | [[File:Mario powershields a Fast Capsule.JPG|thumb|{{SSB4|Mario}} perfect shielding {{SSB4|Dr. Mario}}'s [[Fast Capsule]].]] | ||
In ''Smash 4'', perfect shielding initially worked the exact same way as in ''Brawl''. As of update [[1.1.1]], however, its action time was reduced from 4 frames to 3 frames, making it more difficult to perform. In return, it decreases damage in the [[shieldstun]] formula by 0.66×, compensating for the increased shieldstun in said update and making it more rewarding when executed effectively. Perfect shielding in ''Smash 4'' also produces a quieter sound effect than in ''Brawl''; {{SSB4|Ryu}} is an exception to this, as he instead uses a unique perfect shield sound effect based on the parry in ''Street Fighter III | In ''Smash 4'', perfect shielding initially worked the exact same way as in ''Brawl''. As of update [[1.1.1]], however, its action time was reduced from 4 frames to 3 frames, making it more difficult to perform. In return, it decreases damage in the [[shieldstun]] formula by 0.66×, compensating for the increased shieldstun in said update and making it more rewarding when executed effectively. Perfect shielding in ''Smash 4'' also produces a quieter sound effect than in ''Brawl''; {{SSB4|Ryu}} is an exception to this, as he instead uses a unique perfect shield sound effect based on the parry in ''Street Fighter III''. | ||
Certain [[equipment]] has special effects for perfect shields. The Easy Perfect Shield effect widens the window for performing a perfect shield, while the Explosive Perfect Shield effect causes them to create a small, damaging explosion. | Certain [[equipment]] has special effects for perfect shields. The Easy Perfect Shield effect widens the window for performing a perfect shield, while the Explosive Perfect Shield effect causes them to create a small, damaging explosion. | ||
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==In ''[[Super Smash Bros. Ultimate]]''== | ==In ''[[Super Smash Bros. Ultimate]]''== | ||
[[File:PerfectShieldUltimate.gif|thumb|{{SSBU|Mario}} perfect shielding the third hit of {{SSBU|Young Link}}'s [[neutral attack]].]] | [[File:PerfectShieldUltimate.gif|thumb|{{SSBU|Mario}} perfect shielding the third hit of {{SSBU|Young Link}}'s [[neutral attack]].]] | ||
Perfect shielding in ''Super Smash Bros. Ultimate'' functions completely differently than in previous games. It now requires the player to ''release'' the shield button when an attack connects against their shield, instead of the other way around. It is also significantly more dramatic upon activation: it creates a much brighter flash from the perfect shielder, causes their eyes to glow | Perfect shielding in ''Super Smash Bros. Ultimate'' functions completely differently than in previous games. It now requires the player to ''release'' the shield button when an attack connects against their shield, instead of the other way around. It is also significantly more dramatic upon activation: it creates a much brighter flash from the perfect shielder, causes their eyes to glow, and they perform a unique animation similar to Ryu's shielding animation from ''Smash 4'', while the sound effect produced is louder like in ''Brawl''. {{SSBU|Ryu}} keeps his unique sound effect and now shares it with {{SSBU|Ken}}. Due to these properties, the perfect shield in ''Ultimate'' is usually referred to as a '''parry''' by the ''Smash'' community, as it better resembles the namesake technique from traditional fighting games. | ||
Perfect shielding is activated during the first 5 frames of a character's shield drop animation, which lasts 11 frames (up from ''Smash 4''{{'}}s 7 frames) | Perfect shielding is activated during the first 5 frames of a character's shield drop animation, which now lasts 11 frames (up from ''Smash 4''{{'}}s 7 frames), and the shield has to be put up for at least 3 frames before it can be dropped, essentially causing the technique's earliest possible activation to be 4 frames upon shielding. As a result, while it has a larger window, it can no longer be done immediately, and is less likely to be activated unintentionally, thus carrying more risk. However, unlike in previous games, the radius of a perfect shield does not shrink in proportion to the character's shield, and instead always matches the size of a full shield, increasing its consistency. | ||
Upon successfully perfect shielding a direct attack, both the user and the attacker experience a considerable amount of [[hitlag]] (roughly twice more than on a normal shield), and the user is granted [[intangibility]] for the remainder of the animation. The user can then act 3 frames earlier compared to the [[shieldstun]] they would experience from shielding normally, so for example, an attack that would inflict 8 frames of shieldstun will leave them stunned for 5 more frames than the attacker if perfect shielded. If an indirect attack (such as a [[projectile]]) is perfect shielded, the hitlag the user experiences is unchanged, but they can only act 1 frame earlier than shielding it normally, reducing the technique's utility in this case. Prior to version {{SSBU|3.0.0}} of the game, the user would instead act 2 frames ''later'', which made perfect shielding indirect attacks undesirable. | |||
With perfect shielding now being tied to the shield drop animation, certain limits have been implemented to it. If an attack is shielded normally, perfect shielding is disabled on a subsequent shield drop unless it is done at least 3 frames after shieldstun ends, preventing characters from easily perfect shielding multi-hit moves that do not possess enough shieldstun to keep opponents trapped inbetween their hits. Similarly, from version 3.0.0 onward, multiple perfect shields cannot occur within the same shield drop. An exception is if the first hit of a move with multiple hits separated by only one frame is perfect shielded on the first shield drop frame, which causes the next hit to automatically be perfect shielded as well; an example of a move that can trigger this is {{SSBU|Wolf}}'s [[forward tilt]]. | |||
Much like [[equipment]] in ''Smash 4'', certain [[spirits]] can affect perfect shields: the returning Easy Perfect Shield effect widens the window for performing a perfect shield, while the Perfect Shield Reflect effect allows them to reflect projectiles, similar to how they worked in ''Melee''. | |||
Much like [[equipment]] in ''Smash 4'', certain [[ | |||
{{clrr}} | {{clrr}} | ||
==Trivia== | ==Trivia== | ||
*In the [[E3 2018]] demo of ''Ultimate'', perfect shielding used the same sound effect as in ''Smash 4''. This can also be noticed in the footage of [https://www.youtube.com/watch?v=L93H7YC-83o&t=21m9s the Nintendo Direct] shown during the event. | |||
*In the | |||
==References== | ==References== |