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{{ArticleIcons|ssbm=y|ssbb=y|ssb4 | {{technical data|Brawl and SSB4}} | ||
[[File:Peach Powershield Laser.gif|thumb|220px|In ''Melee'', during the first | {{ArticleIcons|ssbm=y|ssbb=y|ssb4=y}} | ||
A ''' | [[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 '''powershield''' ({{ja|ジャストシールド|Jasutoshīrudo}}, '''Just shield''') (officially called '''perfect shield''' in ''Brawl'' and ''SSB4'') 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]]'' and ''[[SSB4]]'' 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 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. 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'', powershelding merely redirects projectiles at an angle without changing their ownership. | |||
[[CPU]] players, especially level 9s, use this technique a lot to reflect projectiles in ''Melee'' and against any incoming attack in ''Brawl'' and ''SSB4''. 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'' and ''SSB4'' 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]]. | |||
[[CPU]] players, especially | |||
==In ''[[Super Smash Bros. Melee]]''== | ==In ''[[Super Smash Bros. Melee]]''== | ||
[[File:PerfectShieldMelee.jpg|thumb|{{SSBM|Peach}} reflecting {{SSBM|Samus}}'s [[Missile]] via powershielding in ''Melee''.]] | [[File:PerfectShieldMelee.jpg|thumb|{{SSBM|Peach}} reflecting {{SSBM|Samus}}'s [[Missile]] via powershielding in ''Melee''.]] | ||
In ''Melee'', the technique is known as '''power shielding''' (named for the Power Shielder [[ | In ''Melee'', the technique is known as '''power shielding''' (named for the Power Shielder [[bonus]] attained by using the technique multiple times). Power shielding is accomplished by fully pressing [[L]] or [[R]] such that the shield appears just before the incoming attack would hit you. More specifically, the full shield bubble's inner reflection hitbox<ref>http://smashboards.com/threads/how-to-approach-a-spamming-falco.198083/#post-5544093</ref> must connect with the hitbox of the incoming attack within 4 frames of activating the shield<ref>http://smashboards.com/threads/how-to-approach-a-spamming-falco.198083/#post-5544062</ref>. The noise heard by doing this is rather quiet compared to ''Brawl''{{'}}s, and should a projectile hit on frames 1 or 2 of the powershield, the technique will reflect projectiles at half the original damage. Though the technique is difficult to perform consistently, powershielding is extremely valuable in competitive play, as it allows players to [[punish]] moves with low [[ending lag]] such as {{SSBM|Fox}}'s neutral aerial. Its ability to reflect projectiles is even more valuable as it allows players to punish otherwise safe, predictable projectile spam, particularly in the {{SSBM|Falco}} matchup, whose lasers can shut off many options and leave a player completely helpless if not dealt with properly. | ||
Though extremely difficult, powershielding projectiles is still humanly possible to perform consistently. Players who use characters with projectiles often have an easily trackable firing pattern, such as firing projectiles only when there is a certain distance between the players. It is also important to note that players (again, Falco mains in particular) will short hop to move while firing. As such, a projectile user running or jumping away from pressure is often a surefire sign they intend to fire. If the projectile is thin like Falco's laser, another thing a player can do to ease the risk and timing needed to powershield is to crouch and wait for the projectile to pass over the character. Shielding while the projectile is directly over the character will ensure a powershielded projectile. | Though extremely difficult, powershielding projectiles is still humanly possible to perform consistently. Players who use characters with projectiles often have an easily trackable firing pattern, such as firing projectiles only when there is a certain distance between the players. It is also important to note that players (again, Falco mains in particular) will short hop to move while firing. As such, a projectile user running or jumping away from pressure is often a surefire sign they intend to fire. If the projectile is thin like Falco's laser, another thing a player can do to ease the risk and timing needed to powershield is to crouch and wait for the projectile to pass over the character. Shielding while the projectile is directly over the character will ensure a powershielded projectile. | ||
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Powershield follow-up is also distance dependent. A laser is considered safe if fired when Falco and his opponent are standing a distance X between each other, where X is the max horizontal distance Falco can jump in 1 short hop. At this distance, powershielding the lasers yield no follow ups and attempting to move around them by jumping, rolling, or going under them with attacks that lower hurtboxes (like Marth's dash attack) put the opponent in positions Falco has an easier time winning [[Neutral game|neutral]] in. However, if the laser is fired too far away, for example at distance 1.5X, the laser is not safe, as powershielding does yield follow-ups such as a grab. | Powershield follow-up is also distance dependent. A laser is considered safe if fired when Falco and his opponent are standing a distance X between each other, where X is the max horizontal distance Falco can jump in 1 short hop. At this distance, powershielding the lasers yield no follow ups and attempting to move around them by jumping, rolling, or going under them with attacks that lower hurtboxes (like Marth's dash attack) put the opponent in positions Falco has an easier time winning [[Neutral game|neutral]] in. However, if the laser is fired too far away, for example at distance 1.5X, the laser is not safe, as powershielding does yield follow-ups such as a grab. | ||
{{SSBM|Yoshi}}'s shield sometimes powershields attacks even when the shield is already up<ref>http://smashboards.com/threads/frame-research-yoshis-parry.262911/#post-9415501</ref>. | |||
===Chronological frame data=== | ===Chronological frame data=== | ||
By pressing L or R during an actionable grounded frame, the ''Guard'' animation will be triggered immediately. The ability to powershield with it depends on whether the button press was digital or analog: | By pressing L or R during an actionable grounded frame, the ''Guard'' animation will be triggered immediately. The ability to powershield with it depends on whether the button press was digital or analog: | ||
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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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:''AttackAirLw 6'': The initial dair hitbox is still active. Because Marth's shield has already been hit by it, there is no collision on this frame. | :''AttackAirLw 6'': The initial dair hitbox is still active. Because Marth's shield has already been hit by it, there is no collision on this frame. | ||
:''AttackAirLw 7'': No hitbox is out on this frame. Marth is still in shieldstun. | :''AttackAirLw 7'': No hitbox is out on this frame. Marth is still in shieldstun. | ||
:''AttackAirLw 8'': The second kick hitbox comes out. Because this | :''AttackAirLw 8'': The second kick hitbox comes out. Because this ist still the 4th frame of Marth's ''GuardReflect'' (the entire shield hitlag is counted as only one frame), the powershield sound and graphical effects are triggered again. | ||
:Later kick hitboxes cause normal shield hitlag and hitstun without the powershield effects. | :Later kick hitboxes cause normal shield hitlag and hitstun without the powershield effects. | ||
:After Fox lands on the ground, Marth will transition into ''GuardOff'' if he does not press any shoulder buttons anymore and | :After Fox lands on the ground, Marth will transition into ''GuardOff'' if he does not press any shoulder buttons anymore and cancel it from ''GuardOff 0'' onward with any ground attack. If he still holds L/R down after ''GuardDamage'', he needs to let go after 3 frames of ''Guard'' in order to not lose the cancellation option. | ||
:Here, up tilt was not an optimal choice, as on the frame its hitbox came out, Fox was just out of landing lag and could have shined. If he had done so, it would have collided with the up tilt hitbox, so Marth would still not have got hit. | :Here, up tilt was not an optimal choice, as on the frame its hitbox came out, Fox was just out of landing lag and could have shined. If he had done so, it would have collided with the up tilt hitbox, so Marth would still not have got hit. | ||
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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'', | The ability to powershield returns in ''Brawl'', working the same way as in ''Melee''. However, this time, a clear "chlink" sound occurs when executed properly. It is also easier to take advantage of than in ''Melee'' when powershielding non-projectiles, due to dropping shield only taking 7 frames compared to 15. One major change is that powershielding no longer reflects projectiles; should a projectile connect during powershield frames, they will rebound off the shield at an angle instead of rebounding back towards the owner of the projectile. A projectile that bounces off a character's shield can no longer affect that character unless it's a multi-hit attack. | ||
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==In ''[[Super Smash Bros. 4]]''== | ==In ''[[Super Smash Bros. 4]]''== | ||
[[File:Mario powershields a Fast Capsule.JPG|thumb|{{SSB4|Mario}} | [[File:Mario powershields a Fast Capsule.JPG|thumb|{{SSB4|Mario}} powershielding {{SSB4|Dr. Mario}}'s [[Fast Capsule]].]] | ||
In ''Smash 4'', | In ''Smash 4'', powershielding 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, though this is compensated by powershielding now reducing shieldstun (which has been made much higher by the update) by 25%, making it more rewarding when executed effectively. Powershielding 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 powershield sound effect based on the parry in ''Street Fighter III''. | ||
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==References== | ==References== | ||
{{reflist}} | {{reflist}} | ||
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==External links== | ==External links== | ||
*[http://www.smashbros.com/wii/en_us/howto/technique/technique10.html The Perfect Shield on the DOJO!!] | *[http://www.smashbros.com/wii/en_us/howto/technique/technique10.html The Perfect Shield on the DOJO!!] | ||
*[http://www.youtube.com/watch?v=LAbMhYmSy6Y&feature=rec-HM-r2 A video that explains perfect shielding | *[http://www.youtube.com/watch?v=LAbMhYmSy6Y&feature=rec-HM-r2 A video that explains perfect shielding] | ||
[[Category:Techniques (SSBM)]] | [[Category:Techniques (SSBM)]] | ||
[[Category:Techniques (SSBB)]] | [[Category:Techniques (SSBB)]] | ||
[[Category:Techniques (SSB4)]] | [[Category:Techniques (SSB4)]] | ||
[[Category:Techniques | [[Category:Advanced Techniques]] | ||