Editing Shield

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{{for|other uses of "shield"|Shield (disambiguation)}}
{{for|other uses of "shield"|Shield (disambiguation)}}
{{redirect|Shield break|Marth's and Lucina's neutral special move|Shield Breaker}}
{{redirect|Shield break|Marth's and Lucina's neutral special move|Shield Breaker}}
[[File:BowserShieldSSB4.png|{{SSB4|Bowser}} shielding in {{forwiiu}}.|thumb|300px]]
[[File:BowserShieldSSB4.png|Bowser shielding in {{forwiiu}}.|thumb|300px]]


A '''shield''' (known as '''Guard''' internally) is a bubble of energy that encircles the user. A shield protects the user from a majority of attacks; more specifically, any that are not [[grab]]s or determined to be [[unblockable]] (including [[Final Smash]]es, but not limited to them). The shield is raised by pressing a certain button, which is by default:
A '''shield''' (known as '''Guard''' internally) is a bubble of energy that encircles the user. A shield protects the user from a majority of attacks; more specifically, any that are not [[grab]]s or determined to be [[unblockable]] (including [[Final Smash]]es, but many moves are unblockable outside of these cases). The shield is raised by pressing a certain button, which is by default:
*the [[Z button]] on the [[N64 controller]] and [[Wii Remote]] with the Nunchuk
*the [[Z button]] on the [[N64 controller]] and [[Wii Remote]] with the Nunchuk
*the [[L button|L]] or [[R button]] on the [[GameCube controller]], [[Classic Controller]], [[Wii U Pro Controller]], and [[Wii U GamePad]]
*the [[L button|L]] or [[R button]] on the [[GameCube controller]], [[Classic Controller]], [[Wii U Pro Controller]], and [[Wii U GamePad]]
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==General properties==
==General properties==
Shielding can only be done on the ground; pressing a shield button in midair produces an [[air dodge]] instead, or has no effect in the original ''[[Super Smash Bros.]]'' Shields cannot be held indefinitely; they shrink as time passes and break if held for too long, [[Shield jump|popping the user up]] and knocking them down on the ground before [[stun]]ning them. Blocking attacks accelerates shield depletion relative to the amount of shield damage the attack has. Shields automatically replenish when not in use.
Shielding can only be done on the ground; pressing a shield button in midair produces an [[air dodge]] instead, or has no effect in the original ''[[Super Smash Bros.]]'' Shields cannot be held indefinitely; they shrink as time passes and attacks are blocked, and break when held for too long, [[Shield jump|popping the user up]] and knocking them down on the ground before [[stun]]ning them. Otherwise, they recharge when not in use.


[[File:SSBUWebsiteMiiFighter6.jpg|thumb|300px|{{SSBU|Mii Fighter}}s shielding in ''Ultimate'', showing the different shield colors per player.]]
[[File:SSBUWebsiteMiiFighter6.jpg|thumb|300px|{{SSBU|Mii Fighter}}s shielding in ''Ultimate'', showing the different shield colors per player.]]
Beginning in ''[[Super Smash Bros. Melee]]'', shields match the players' colors; they are red, blue, yellow, and green respectively for players 1 to 4, while [[CPU]]s always have a gray shield. In team battles, human players' shield colors instead match their team colors, except if [[team attack]] is turned on in ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'' (''Brawl'' also incorrectly gives green team members a yellow shield). In ''Smash 64'', the shield colors are always red, green, blue, and gray for players 1 to 4, including CPUs and even in team battles; incidentally, these were the colors used for the players in [[Media:Dragon-King--The-Fighting-Game.jpg|the game's prototype, ''Dragon King'']]. In {{forwiiu}}, with the introduction of [[8-Player Smash]], players 5 to 8 have orange, cyan, purple, and slate shields, respectively. ''[[Super Smash Bros. Ultimate]]'' changes players 7 and 8's shield colors to pink and purple, respectively.
Beginning in ''[[Super Smash Bros. Melee]]'', shields match the players' colors; they are red, blue, yellow and green respectively for players 1 to 4, while [[CPU]]s always have a gray shield. In team battles, non-CPU players' shield colors instead match their team colors, except if [[team attack]] is turned on in ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'' (''Brawl'' also incorrectly gives green team members a yellow shield). In ''Smash 64'', the shield colors are always red, green, blue and gray for players 1 to 4, including CPUs and even in team battles; incidentally, these were the colors used for the players in [[:File:Dragon-King--The-Fighting-Game.jpg|the game's prototype, ''Dragon King'']]. In {{forwiiu}}, with the introduction of [[8-Player Smash]], players 5 to 8 have orange, cyan, purple, and slate shields, respectively. ''[[Super Smash Bros. Ultimate]]'' changes players 7 and 8's shield colors to pink and purple, respectively.


In all games to date, shields come out on the very first [[frame]] a shield input is recognized by the game. This makes them extremely fast and reliable for defense, as very few attacks come out as equally fast, and many attacks can be easily [[punish]]ed after being shielded. Due to this characteristic, simply [[approach]]ing an opponent in a rushed way with a move like a [[dash attack]] — a common mistake among new players to the series — is usually an unviable tactic; the player is instead encouraged to win the [[neutral game]] by getting in close more strategically, being aware of the different options their opponent has, then attack when they are unable to put up their shields, often by forcing them to commit mistakes or bypassing the shield with a move such as a grab. However, shields in all games are still subject to [[display lag]], meaning they will not be activated at the exact same moment the player presses the shield button; this often causes the impression that an attack was not shielded even though the button was pressed.
In all games to date, shields come out on the very first [[frame]] a shield input is recognized by the game. This makes them extremely fast and reliable for defense, as very few attacks come out as equally fast, and many attacks can be easily [[punish]]ed after being shielded. Due to this characteristic, simply [[approach]]ing an opponent in a rushed way with a move like a [[dash attack]] — a common mistake among new players to the series — is usually an unviable tactic; the player is instead encouraged to win the [[neutral game]] by getting in close more strategically, being aware of the different options their opponent has, then attack when they are unable to put up their shields, often by forcing them to commit mistakes or bypassing the shield with a move such as a grab. However, shields in all games are still subject to [[display lag]], meaning they will not be activated at the exact same moment the player presses the shield button; this often causes the impression that an attack was not shielded even though the button was pressed.


As aesthetic indicators, when a shield blocks an attack, it briefly glows and displays a circular graphic in the spot the attack was blocked, alongside a sound effect for blocking. In ''Brawl'' and ''Smash 4'', a bit of the shield can be seen visually shattering as well, with pieces flying away, whereas in ''Ultimate'', the shield acquires a checkered texture resembling static.
As aesthetic indicators, when a shield blocks an attack, it briefly glows and displays a circular graphic in the spot the attack was blocked, alongside a sound effect for blocking. In ''Brawl'' and ''Smash 4'', a bit of the shield can be seen visually shattering as well, with pieces flying away, whereas in ''Ultimate'', the shield acquires a checkered texture resembling a {{s|wikipedia|white noise}} image.


==Options from the shield==
==Options from the shield==
When holding their shield, characters' options are generally much more restricted to compensate for their ability to negate most attacks. If the [[control stick]] is tilted slightly, the shield can be shifted to help block attacks from specific directions. If it is tilted faster, the shield is instead canceled into a [[roll]] with a horizontal tilt, a [[jump]] with an upward tilt (if [[tap jump]] is turned on), and from ''Melee'' onward, a [[spot dodge]] with a downward tilt. In all games except ''Ultimate'', characters can also [[Shield platform drop|drop through soft platforms while shielding]]. These options allow characters to leave the shield quickly, reposition themselves while obtaining some [[intangibility]], or quickly retaliate against an attack, such as an opponent attempting to grab them out of the shield. In ''Ultimate'', if the player holds the special move button, more than one shield button, or (oddly enough) a [[side taunt]] input while shielding, these options are disabled, allowing players to shift their shield without accidentally becoming vulnerable.
When holding their shield, characters' options are generally much more restricted to compensate for their ability to negate most attacks. If the [[control stick]] is tilted slightly, the shield can be shifted to help block attacks from specific directions. If it is tilted faster, the shield is instead canceled into a [[roll]] with a horizontal tilt, a [[jump]] with an upward tilt (if [[tap jump]] is turned on), and from ''Melee'' onward, a [[spot dodge]] with a downward tilt. In all games except ''Ultimate'', characters can also [[Shield platform drop|drop through soft platforms while shielding]]. These options allow characters to leave the shield quickly, reposition themselves while obtaining some [[intangibility]], or quickly retaliate against an attack, such as an opponent attempting to grab them out of the shield. In ''Ultimate'', if the player holds the special move button, more than one shield button, or (oddly enough) a [[side taunt]] input while shielding, these options are disabled, allowing players to shift their shield without accidentally becoming vulnerable.


In all games, [[grab]]bing and [[jump]]ing are other possible options out of shield. Since a grab input in the ''Smash'' series is coded as a simultaneous shield and attack input, grabbing can simply be done by pressing the attack button while shielding, and is generally the most basic way of punishing opponents out of shield, known as [[shield grab]]bing. Jumping out of shield, on the other hand, grants several more options, allowing characters to immediately use their [[aerial attack]]s (including [[SHFFL]]ing in ''Melee''), [[wavedash]], or [[jump cancel]] into their [[up smash]] or [[up special]]. All these options make shielding the centerpiece to a player's defensive game. Characters can also simply drop their shield and use any attack afterwards, though this causes a short inactionable period, usually known as [[shield drop lag]], while all other listed actions can be done instantly out of the shield. In ''Ultimate'', up smashes and up specials can be performed out of shield without the need of jump canceling, allowing players with tap jump turned off to use them more easily.
In all games, [[grab]]bing and [[jump]]ing are other possible options out of shield. Since a grab input in the ''Smash'' series is coded as a simultaneous shield and attack input, grabbing can simply be done by pressing the attack button while shielding, and is generally the most basic way of punishing opponents out of shield, known as [[shield grab]]bing. Jumping out of shield, on the other hand, grants several more options, allowing characters to immediately use their [[aerial attack]]s (including [[SHFFL]]ing in ''Melee''), [[wavedash]], or [[jump cancel]] into their [[up smash]] or [[up special]]. All these options make shielding the centerpiece to a player's defensive game. Characters can also simply drop their shield and use any attack afterwards, though this causes a short inactionable period, usually known as '''shield drop lag''', while all other listed actions can be done instantly out of the shield. In ''Ultimate'', up smashes and up specials can be performed out of shield without the need of jump canceling, allowing players with tap jump turned off to use them more easily.


While in hitlag from shielding an attack, characters can perform a weaker variant of [[smash directional influence]] known as shield SDI, allowing them to adjust their distance from the opponent in order to mitigate shield pressure or facilitate a subsequent punish. Characters can also shield out of a [[run]] (but not their initial dash), with a short slide forward due to the remaining momentum, which is useful for faking approaches. In ''Smash 64'' and ''Brawl'', a technique known as [[dashing shield]] allows characters to conserve more forward momentum when shielding.
While in hitlag from shielding an attack, characters can perform a weaker variant of [[smash directional influence]] known as shield SDI, allowing them to adjust their distance from the opponent in order to mitigate shield pressure or facilitate a subsequent punish. Characters can also shield out of a [[run]] (but not their initial dash), with a short slide forward due to the remaining momentum, which is useful for faking approaches. In ''Smash 64'' and ''Brawl'', a technique known as [[dashing shield]] allows characters to conserve more forward momentum when shielding.
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*For [[hitbox]] detection purposes, shields are considered both grounded and aerial, so they can be struck even by hitboxes that can only hit aerial opponents (which would otherwise be impossible to shield). If a move has two sets of ground-only and aerial-only hitboxes occupying the same space, such as [[Samus]]' [[up tilt]] from ''Melee'' onward (which deals 13% to grounded opponents and [[meteor smash]]es them, but deals 12% to aerial opponents and launches them diagonally), the hitboxes with the lowest ID hit the shield (in the aforementioned example, the ground-only ones).
*For [[hitbox]] detection purposes, shields are considered both grounded and aerial, so they can be struck even by hitboxes that can only hit aerial opponents (which would otherwise be impossible to shield). If a move has two sets of ground-only and aerial-only hitboxes occupying the same space, such as [[Samus]]' [[up tilt]] from ''Melee'' onward (which deals 13% to grounded opponents and [[meteor smash]]es them, but deals 12% to aerial opponents and launches them diagonally), the hitboxes with the lowest ID hit the shield (in the aforementioned example, the ground-only ones).
*When the shield is hit by an attack, both the attacker and defender experience [[hitlag]] as usual, then the defender undergoes an inactionable period known as [[shieldstun]], analogously to [[hitstun]]. Shieldstun is generally determined by the shielded attack's damage output, though several other factors can alter it in later games. Hitting a shield also creates '''shield pushback''' for the defender and (to a lesser extent) the attacker, separating them to a larger degree the more damage the shielded attack deals; this can even push the shielder off an edge and cause [[edge slipping]], except in ''Smash 4'' and ''Ultimate''.
*When the shield is hit by an attack, both the attacker and defender experience [[hitlag]] as usual, then the defender undergoes an inactionable period known as [[shieldstun]], analogously to [[hitstun]]. Shieldstun is generally determined by the shielded attack's damage output, though several other factors can alter it in later games. Hitting a shield also creates '''shield pushback''' for the defender and (to a lesser extent) the attacker, separating them to a larger degree the more damage the shielded attack deals; this can even push the shielder off an edge and cause [[edge slipping]], except in ''Smash 4'' and ''Ultimate''.
*If a [[projectile]] just barely grazes the outside of a shield (similarly to [[glancing blow]]s), the projectile is deflected at an angle instead of blocked. Unlike [[reflection]], this does not change its ownership.
*When initially raising a shield, a small energy pulse is created around the user. If a [[projectile]]'s hitbox just barely connects with a shield during this pulse (similarly to [[glancing blow]]s), the projectile is deflected at an angle instead of blocked, though unlike [[reflection]], this does not change its ownership.
*Certain attacks have increased [[shield damage]], meaning that they deal more damage to shields than to other targets. An example is the [[Fan]], which can instantly break a shield with a [[forward smash]]. Conversely, some attacks have negative shield damage, and thus deal less damage to shields; this is used by certain strong attacks in ''Smash 64'', such as the [[Hammer]], and by most projectiles in ''Ultimate'' from version {{SSBU|3.0.0}} onward.
*Certain attacks have increased [[shield damage]], meaning that they deal more damage to shields than to other targets. An example is the [[Fan]], which can instantly break a shield with a [[forward smash]]. Conversely, some attacks have negative shield damage, and thus deal less damage to shields; this is used by certain strong attacks in ''Smash 64'', such as the [[Hammer]], and by most projectiles in ''Ultimate'' from version {{SSBU|3.0.0}} onward.
*From ''Melee'' onward, blocking an attack right as the shield is raised (with the window depending on the game) triggers a '''[[perfect shield]]''', causing the shield to take no damage, reduced pushback (except in ''Melee''), and allowing the character to bypass shield drop lag with any action. In ''Melee'', a portion of this window can also reflect projectiles at half their previous damage. In ''Ultimate'', perfect shielding is instead done by dropping the shield, with a window of 5 frames.
*From ''Melee'' onward, blocking an attack right as the shield is raised (with the window depending on the game) triggers a '''[[perfect shield]]''', causing the shield to take no damage, reduced pushback (except in ''Melee''), and allowing the character to bypass shield drop lag with any action. In ''Melee'', a portion of this window can also reflect projectiles at half their previous damage. In ''Ultimate'', perfect shielding is instead done by dropping the shield, with a window of 5 frames.
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!Game!!Maximum HP!!Damage multiplier!!Depletion!!Regeneration!!HP after shield break!!Shield time before drop!!Shield drop lag!![[Shieldstun]]||Size multiplier
!Game!!Maximum HP!!Damage multiplier!!Depletion!!Regeneration!!HP after shield break!!Shield time before drop!!Shield drop lag!![[Shieldstun]]||Size multiplier
|-
|-
|{{GameIcon|ssb|20px}}||55 (55)||1×||0.0625 (3.75/s)||0.1 (6/s)||30||{{rollover|3 frames|Shield stays out for at least 8 frames|y}}||11 frames||'''Japanese''': <code>damage * 1.75 + 3</code><br>'''International''': <code>damage * 1.62 + 4</code>||?
|{{GameIcon|ssb|20px}}||55 (55)||1×||0.0625 (3.75)||0.1 (6)||30||{{rollover|3 frames|Shield stays out for at least 8 frames|y}}||11 frames||'''Japanese''': <code>damage * 1.75 + 3</code><br>'''International''': <code>damage * 1.62 + 4</code>||?
|-
|-
|{{GameIcon|ssbm|20px}}||60 (85.71)||0.7×||0.28 (16.8/s)||0.07 (4.2/s)||30||8 frames||15 frames||<code>(damage * 0.45 + 2) * 200 / 201</code>||<code>(HP * 0.5 / 60) * 0.85 + 0.15</code>
|{{GameIcon|ssbm|20px}}||60 (85.71)||0.7×||0.28 (16.8)||0.07 (4.2)||30||8 frames||15 frames||<code>(damage * 0.45 + 2) * 200 / 201</code>||<code>(HP * 0.5 / 60) * 0.85 + 0.15</code>
|-
|-
|{{GameIcon|ssbb|20px}}||50 (71.43)||0.7×||0.28 (16.8/s)||0.07 (4.2/s)||30||7 frames||7 frames||<code>damage * 0.345</code>||<code>(HP / 50) * 0.85 + 0.15</code>
|{{GameIcon|ssbb|20px}}||50 (71.43)||0.7×||0.28 (16.8)||0.07 (4.2)||30||7 frames||7 frames||<code>damage * 0.345</code>||<code>(HP / 50) * 0.85 + 0.15</code>
|-
|-
|{{GameIcon|ssb4|20px}}||50 (42.02)||1.19×||0.13 (7.8/s)||0.08 (4.8/s)||25||13 frames (prior to [[1.1.4]])<br>11 frames (1.1.4 onward)||7 frames||<code>INT(d * 1.3 + 2) * 0.3</code> (prior to [[1.1.1]])<br><code>damage * 0.58 * mult + 2</code> (1.1.1 onward)||<code>(HP / 50) * 0.85 * {{rollover|1.05|Not present prior to 1.1.1|y}} + 0.15</code>
|{{GameIcon|ssb4|20px}}||50 (42.02)||1.19×||0.13 (7.8)||0.08 (4.8)||25||13 frames (prior to [[1.1.4]])<br>11 frames (1.1.4 onward)||7 frames||<code>INT(d * 1.3 + 2) * 0.3</code> (prior to [[1.1.1]])<br><code>damage * 0.58 * mult + 2</code> (1.1.1 onward)||<code>(HP / 50) * 0.85 * {{rollover|1.05|Not present prior to 1.1.1|y}} + 0.15</code>
|-
|-
|{{GameIcon|ssbu|20px}}||50 (42.02)||1.19×||0.15 (9/s)||0.08 (4.8/s)||37.5||3 frames||11 frames||<code>damage * 0.8 * mult + 2</code>||<code>(HP / 50) * 0.85 + 0.15</code>
|{{GameIcon|ssbu|20px}}||50 (42.02)||1.19×||0.15 (9)||0.08 (4.8)||37.5||3 frames||11 frames||<code>damage * 0.8 * mult + 2</code>||<code>(HP / 50) * 0.85 + 0.15</code>
|}
|}


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The formulas are used to calculate the initial amount of pushback, which is then decayed every frame by the character's [[traction]] value. From ''Brawl'' onward, attacker traction is multiplied by 1.1× until the pushback ends.
The formulas are used to calculate the initial amount of pushback, which is then decayed every frame by the character's [[traction]] value. From ''Brawl'' onward, attacker traction is multiplied by 1.1× until the pushback ends.


Worth noting is that while the defender's shield pushback has a cap in all games, the attacker's does not. As a result, if an attack that deals extremely high damage is shielded, the attacker can be pushed back with enough strength to be forced off the stage and get KO'd; the [[Kamikaze glitch]] is an example of such a scenario. In ''Ultimate'', presumably to protect against this, the damage increase applied by the use of [[Spirit]]s is not factored in to attacker pushback. In ''Melee'', attacker shield pushback can also cause the [[ceiling glitch]].
Worth noting is that while the defender's shield pushback has a cap in all games, the attacker's does not. As a result, if an attack that deals extremely high damage is shielded, the attacker can be pushed back with enough strength to be forced off the stage and get KO'd; the [[Kamikaze glitch]] is an example of such a scenario. In ''Melee'', attacker shield pushback can also cause the [[ceiling glitch]].


{|class="wikitable"
{|class="wikitable"
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===Analog shield data (''Melee'' only)===
===Analog shield data (''Melee'' only)===
Several shield properties in ''Melee'' are altered if the L or R buttons are not fully pressed. Put in simple terms, lighter shields are larger and take longer to deplete, but take more damage, and increase the defender's shieldstun and pushback, while reducing the attacker's pushback. As a result, they are safer to use preemptively and can prevent [[shield stab]]bing much more reliably, but are significantly less effective for subsequent retaliation. This mechanic was dropped for ''Brawl'' due to Nintendo dropping support for analog buttons after the [[GameCube controller]] and has yet to return to the series.
Several shield properties in ''Melee'' are altered if the L or R buttons are not fully pressed. Put in simple terms, lighter shields are larger and take longer to deplete, but take more damage, and increase the defender's shieldstun and pushback, while reducing the attacker's pushback. As a result, they are safer to use preemptively and can prevent [[shield stab]]bing much more reliably, but are significantly less effective for subsequent retaliation.


In all formulas, '''s''' is an analog factor equal to <code>n / 140</code>, where '''n''' ranges between 43 and 140 depending on how much the L or R buttons are pressed. As a result, '''s''' can be as low as 0.30714 with the lightest possible shield, and caps at 1 with a full shield. Shielding with the Z button corresponds to <code>s = 0.35</code>, or <code>n = 49/140</code>.
In all formulas, '''s''' is an analog factor equal to <code>n / 140</code>, where '''n''' ranges between 43 and 140 depending on how much the L or R buttons are pressed. As a result, '''s''' can be as low as 0.30714 with the lightest possible shield, and caps at 1 with a full shield. Shielding with the Z button corresponds to <code>s = 0.35</code>, or <code>n = 49/140</code>.
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*''Smash 64'' shields are notoriously durable on their own, having the slowest depletion and fastest regeneration of all shields in the series. However, the game's extremely high shieldstun and quick grabs with exceptionally strong throws leaves them at a glaring disadvantage for direct retaliation, even allowing for [[shield break combo]]s from certain characters. Additionally, and only in this game, throws from a [[shield grab]] after shieldstun only deal half their usual damage, further reducing viable out of shield options.
*''Smash 64'' shields are notoriously durable on their own, having the slowest depletion and fastest regeneration of all shields in the series. However, the game's extremely high shieldstun and quick grabs with exceptionally strong throws leaves them at a glaring disadvantage for direct retaliation, even allowing for [[shield break combo]]s from certain characters. Additionally, and only in this game, throws from a [[shield grab]] after shieldstun only deal half their usual damage, further reducing viable out of shield options.
*''Melee'' shields are the most durable in the series, with an effective 85.71 HP when fully dense (66.82 HP at their lightest). Alongside their significantly lower shieldstun than ''Smash 64'' shields, this gives characters more pronounced out of shield games, and makes shield breaks a rarity, with moves such as [[Shield Breaker]] necessitating a very high amount of shield damage to pull this off. However, due to their small size and fast depletion rate when fully dense, they are riskier to use and encourage different shield densities depending on the situation.
*''Melee'' shields are the most durable in the series, with an effective 85.71 HP when fully dense (66.82 HP at their lightest). Alongside their significantly lower shieldstun than ''Smash 64'' shields, this gives characters more pronounced out of shield games, and makes shield breaks a rarity, with moves such as [[Shield Breaker]] necessitating a very high amount of shield damage to pull this off. However, due to their small size and fast depletion rate when fully dense, they are riskier to use and encourage different shield densities depending on the situation.
*''Brawl'' shields are usually considered the most effective in the series, due to their low shieldstun and shield drop lag allowing them to punish attacks very easily (further compounded by attacks being overall less advantageous than in previous games), as well as still being highly durable with a consistent and effective 71.43 HP, having less HP than a fully dense shield, but higher than the lightest shields. However, they also have the fastest depletion rate in the series, and can still be subjected to [[edge slipping]], discouraging their reckless overuse.
*''Brawl'' shields are usually considered the most effective in the series, due to their low shieldstun and shield drop lag allowing them to punish attacks very easily (further compounded by attacks being overall less advantageous than in previous games), as well as still being highly durable with an effective 71.43 HP. However, they also have the fastest depletion rate in the series, and can still be subjected to [[edge slipping]], discouraging their reckless overuse.
*''Smash 4'' shields have more favorable depletion and regeneration rates than ''Melee'' and ''Brawl''{{'}}s, alongside having less shield pushback and no longer being vulnerable to edge slipping. However, with an effective 42.02 HP (less than half of fully dense ''Melee'' shields), they are notoriously more fragile, making shield breaks from moves without additional shield damage fairly more common, to the point of even a few consecutive smash attacks being capable of breaking shields. As a result, their risk of use lies more in directly attempting to shield powerful attacks rather than simply holding them for too long.
*''Smash 4'' shields have more favorable depletion and regeneration rates than ''Melee'' and ''Brawl''{{'}}s, alongside having less shield pushback and no longer being vulnerable to edge slipping. However, with an effective 42.02 HP (less than half of fully dense ''Melee'' shields), they are notoriously more fragile, making shield breaks from moves without additional shield damage fairly more common, to the point of even a few consecutive smash attacks being capable of breaking shields. As a result, their risk of use lies more in directly attempting to shield powerful attacks rather than simply holding them for too long.
*''Ultimate'' shields remain similar to ''Smash 4''{{'}}s, except they have a slightly faster depletion rate, longer shield drop lag, and increased startup on shield grabs after shieldstun, as well as generally taking more shieldstun from non-aerial physical attacks. This overall brings them to a more balanced state, being neither too disadvantaged against attacks like in ''Smash 64'', nor too safe of a punish option like in ''Brawl''.
*''Ultimate'' shields remain similar to ''Smash 4''{{'}}s, except they have a slightly faster depletion rate, longer shield drop lag, and increased startup on shield grabs after shieldstun, as well as generally taking more shieldstun from non-aerial physical attacks. This overall brings them to a more balanced state, being neither too disadvantaged against attacks like in ''Smash 64'', nor too safe of a punish option like in ''Brawl''.
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==Shield breaking==
==Shield breaking==
[[File:BrokenShield-3DS.jpg|thumb|Mario holds down his shield, which will eventually cause a shield break.|300px]]
[[File:BrokenShield-3DS.jpg|thumb|Mario holds down his shield, which will eventually cause a shield break.|300px]]
Shields are larger the more health they have remaining, in addition to each character having their own shield size ratio. As the shield is raised and blocks attacks, it keeps diminishing until it breaks. This phenomenon is known as a '''shield break''', and results in the character being launched a distance upward (a [[shield jump]]), getting knocked down as they land, then being [[stun]]ned for some seconds after standing up. The stun duration is dependant on the victim's damage percent &ndash; the less damage they have, the longer it will last, with [[mashing]] accelerating this process to an extent. Any attack that causes a stunned fighter to [[flinch]] ends the stunned state.
Shields are larger the more health they have remaining, in addition to each character having their own shield size ratio. As the shield is raised and blocks attacks, it keeps diminishing until it breaks. This phenomenon is known as a '''shield break''', and results in the character being launched a distance upward, getting knocked down as they land, then being [[stun]]ned for some seconds after standing up.


The purpose of shields breaking and diminishing is, along with grabbing, to prevent players from protecting themselves indefinitely. Instead, as the shield gets smaller, a larger portion of the character's [[hurtbox]] is left vulnerable to attacks. Shield breaking is commonly done either by taking advantage of shieldstun to chain several attacks with little room for the opponent to escape, or by landing attacks that deal high enough shield damage, such as [[Marth]]'s [[Shield Breaker]] or throwing [[Mr. Saturn]]. Shield breaking is especially dangerous at the [[edge]] of a stage, as due to shield pushback from the move that broke the shield, the character can get pushed off and continue falling until they reach the bottom [[blast line]], leading to an inevitable KO.  
The purpose of shields breaking and diminishing is, along with grabbing, to prevent players from protecting themselves indefinitely. Instead, as the shield gets smaller, a larger portion of the character's [[hurtbox]] is left vulnerable to attacks. Shield breaking is commonly done either by taking advantage of shieldstun to chain several attacks with little room for the opponent to escape, or by landing attacks that deal high enough shield damage, such as [[Marth]]'s [[Shield Breaker]] or throwing [[Mr. Saturn]].


[[Jigglypuff]] is affected more severely by shield breaking than any other character, as it is launched upward several hundred times farther than normal, which is more than enough to instantly KO Jigglypuff in any situation unless there is an overhead obstruction (in which case, it will helplessly keep trying to float up until several seconds have passed, the obstacle is removed, or Jigglypuff is smacked out of it). This has lead to some strategies involving shield breaking Jigglypuff to perform skips in [[speedrun]]s and some niche stalling strategies on certain stages by remaining in the air below a ceiling, essentially being unreachable for several seconds.
Shield breaking is especially dangerous at the [[edge]] of a stage, as due to shield pushback from the move that broke the shield, the character can get pushed off and continue falling until they reach the bottom [[blast line]], leading to an inevitable KO. [[Jigglypuff]] is also affected more severely by shield breaking, as unlike other characters, it is launched several hundred times farther upward than normal, which is more than enough to KO Jigglypuff unless there is an overhead obstruction (in which case, it will helplessly keep trying to float up until several seconds have passed, the obstacle is removed, or Jigglypuff is smacked out of it).
 
In ''Melee'', having one's shield broken by an opponent rewards the player with [[List of bonuses|Shattered Shield]] bonus, worth &minus;1000 points, while breaking their own shield rewards them the Shield Stupidity bonus, worth &minus;2000 points. Breaking another opponent's shield rewards the character the Shield Buster bonus, worth 2500 points. All three of the bonuses can stack, and performing the required tasks multiple times proportionally increases their value.


Players who use [[Rosalina & Luma]] are still able to control Luma's attacks even if Rosalina is stunned from a shield break.
Players who use [[Rosalina & Luma]] are still able to control Luma's attacks even if Rosalina is stunned from a shield break.
===Shield stab===
{{main|Shield stab}}
When a shield is diminished enough, the character's hurtbox will become exposed, allowing them to be damaged without their shield being broken. This forces the character out of a shielding position and gives them the regular amount of knockback, though the shield will start replenishing when it drops. This mechanic further disincentives holding the shield for long periods of time, as the player is unable to move and is effectively allowing themselves to be hit for no conceivable benefit.


==Characters with unique shields==
==Characters with unique shields==
===[[Yoshi]]===
===[[Yoshi]]===
[[File:Yoshi Shield.png|200px|thumb|{{SSBB|Yoshi}}'s shield in ''[[Brawl]]''.]]
[[File:Yoshi Shield.png|200px|thumb|Yoshi's shield in ''[[Brawl]]''.]]
In all games, Yoshi possesses a unique shield unlike any other character. Instead of using the standard bubble, he curls up inside a Yoshi Egg that does not shrink. Instead, as the shield weakens, the egg gradually acquires a darker tint until becoming completely black, similarly to the effect used by players' [[damage meter]]s as their percentage increases. This is generally an upgrade over other characters' shields, as it effectively renders Yoshi immune to [[shield stab]]bing (except in ''Brawl'', where a small part of his feet's hurtboxes still poke out of the shield), and eliminates the necessity of shifting the shield; however, it also has the disadvantage of his shield being easier to break, leading to a potentially more severe punish than if he merely got shield stabbed.
In all games, Yoshi is notorious for having a unique shield from every other character. Instead of using a bubble, he curls up inside a Yoshi Egg that does not shrink. Instead, as the shield weakens, the egg gradually acquires a darker tint until becoming completely black, similarly to the effect used by players' [[damage meter]]s as their percentage increases. This is generally an upgrade over other characters' shields, as it effectively renders Yoshi immune to [[shield stab]]bing (except in ''Brawl'', where a small part of his feet's hurtboxes still poke out of the shield), and eliminates the necessity of shifting the shield; however, it also has the disadvantage of his shield being easier to break, leading to a potentially more severe punish than if he merely got shield stabbed.


Depending on the game, Yoshi's shield also has several different properties from other characters' shields, both positive and negative.
Depending on the game, Yoshi's shield also has several different properties from other characters' shields, both positive and negative.


====In ''Smash 64''====
====In ''Smash 64''====
*{{buff|The initial 3-frame animation where Yoshi curls up into the shield grants him [[invincibility]], effectively giving him a short window to block attacks without any hitlag, shield damage, shieldstun, or shield pushback, and preventing him from being grabbed out of the shield right away. This technique is known as [[Parry (Yoshi)|parry]]ing, and allows Yoshi to punish attacks out of shield much more effectively, though it is also very precise.}}
*{{buff|The initial 3-frame animation where Yoshi curls up into the shield grants him [[invincibility]], effectively giving him a short window to block attacks without any hitlag, shield damage, shieldstun, or shield pushback, and preventing him from being grabbed out of the shield right away. This technique is known as [[parry]]ing, and allows Yoshi to punish attacks out of shield much more effectively, though it is also very precise.}}
*{{nerf|His shield drop lag is higher, with 15 frames instead of 11, hindering his ability to act out of shield if he fails to parry an attack.}}
*{{nerf|His shield drop lag is higher, with 15 frames instead of 11, hindering his ability to act out of shield if he fails to parry an attack.}}


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===[[Jigglypuff]]===
===[[Jigglypuff]]===
[[File:Jigglypuff Shield Break.gif|thumb|200px|[[Jigglypuff]]'s shield break.]]
While Jigglypuff uses the same bubble shield as other characters, its [[shield jump]] in all games is uniquely more punishing. The force Jigglypuff is sent upwards with if its shield breaks is equivalent to taking 300 units of vertical [[knockback]], which is more than enough to cause it to [[self-destruct]] if there's no overhead obstruction. However, this can also be useful for certain situations in single-player modes, such as the [[Brinstar Escape Shaft]] in ''Melee''{{'}}s [[Adventure Mode]] and [[The Glacial Peak]] in the [[Subspace Emissary]].
While Jigglypuff uses the same bubble shield as other characters, its [[shield jump]] in all games is uniquely more punishing. The force Jigglypuff is sent upwards with if its shield breaks is equivalent to taking 300 units of vertical [[knockback]], which is more than enough to cause it to [[self-destruct]] on every stage if there is no overhead obstacle. However, this can also be useful for certain situations in single-player modes, such as the [[Brinstar Escape Shaft]] in ''Melee''{{'}}s [[Adventure Mode]] and [[The Glacial Peak]] in the [[Subspace Emissary]].


===Unique actions out of shield===
===Unique actions out of shield===
In ''Ultimate'', while {{SSBU|Inkling}} and {{SSBU|Steve}}'s shields are identical to other characters', they have access to unique actions by pressing the special move button while shielding. Inkling changes into squid form and refills her [[Ink Tank]] from the ground, then changes back to normal after completely refilling the Ink Tank or if the button is released. On the other hand, Steve summons his [[Craft]]ing Table to his current location, at the cost of some materials. This aids both characters with their respective [[Fighter ability|fighter abilities]], allowing Inkling to regain ink for attacks that utilize it, and Steve to use his Crafting mechanic more conveniently. However, these actions cause them to leave the shield and thus become vulnerable to attacks, although Inkling still has a reduced hurtbox size while recharging ink, while Steve can act 7 frames after summoning a crafting table, effectively giving him a faster shield drop than other characters at the cost of materials and the ability to parry.
In ''Ultimate'', while {{SSBU|Inkling}} and {{SSBU|Steve}}'s shields are identical to other characters', they have access to unique actions by pressing the special move button while shielding. Inkling changes into squid form and recharges [[ink]] from the ground, then changes back to normal after completely refilling the Ink Tank or if the button is released. On the other hand, Steve summons his [[Craft]]ing Table to his current location, at the cost of some materials. This aids both characters with their respective [[Fighter ability|fighter abilities]], allowing Inkling to regain ink for attacks that utilize it, and Steve to use his Crafting mechanic more conveniently. However, these actions cause them to leave the shield and thus become vulnerable to attacks, although Inkling still has a reduced hurtbox size while recharging ink.


Since these actions are performed with the special move button, Inkling and Steve players can only use the "shield shift lock" feature by holding multiple shield buttons or a side taunt input. Oddly enough, this also applies to {{SSBU|Snake}}, despite him having no unique shield actions.
Since these actions are performed with the special move button, Inkling and Steve players can only use the "shield shift lock" feature by holding multiple shield buttons or a side taunt input. Oddly enough, this also applies to {{SSBU|Snake}}, despite him having no unique shield actions.
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The concept of blocking attacks is a standard amongst the fighting game genre. In traditional fighting games, blocking involves characters bracing against attacks (such as by holding up their arms), which typically prevents the character from flinching or being affected by any of the attack's effects or gimmicks. Blocked attacks may still deal minimal damage referred to as "chip damage" depending on the game and/or type of attack blocked (normally applies to damaging special moves), and blocking too many attacks can break the character's guard and leave them vulnerable. Many fighting games require players to choose between blocking high or low attacks and do not allow players to block grabs or attacks from behind.
The concept of blocking attacks is a standard amongst the fighting game genre. In traditional fighting games, blocking involves characters bracing against attacks (such as by holding up their arms), which typically prevents the character from flinching or being affected by any of the attack's effects or gimmicks. Blocked attacks may still deal minimal damage referred to as "chip damage" depending on the game and/or type of attack blocked (normally applies to damaging special moves), and blocking too many attacks can break the character's guard and leave them vulnerable. Many fighting games require players to choose between blocking high or low attacks and do not allow players to block grabs or attacks from behind.


In ''[[Kirby Super Star]]'', [[Kirby]] is capable of blocking attacks in a way reminiscent of most traditional fighting games—protecting him from flinching or losing his ability while still dealing minor damage if the attack is strong enough—though he automatically guards from all directions. In addition, if Kirby has the Mirror ability, guarding produces a multi-colored bubble around his body that blocks all non-grab attacks without chip damage and is even capable of reflecting certain projectiles. It is this bubble that appears to be the inspiration for the shield bubble in the ''{{b|Super Smash Bros.|series}}'' series. The ''Smash Bros.'' bubble would later make an appearance in Kirby's {{s|wikirby|Smash Bros}} ability in ''{{s|wikirby|Kirby: Planet Robobot}}'', functioning identically to that of the Mirror ability.
In ''[[Kirby Super Star]]'', [[Kirby]] is capable of blocking attacks in a way reminiscent of most traditional fighting games—protecting him from flinching or losing his ability while still dealing minor damage if the attack is strong enough—though he automatically guards from all directions. In addition, if Kirby has the Mirror ability, guarding produces a multi-colored bubble around his body that blocks all non-grab attacks without chip damage and is even capable of reflecting certain projectiles. It is this bubble that appears to be the inspiration for the shield bubble in the [[Super Smash Bros. (series)|''Super Smash Bros.'' series]]. The ''Smash Bros.'' bubble would later make an appearance in Kirby's {{s|wikirby|Smash Bros}} ability in ''{{s|wikirby|Kirby: Planet Robobot}}'', functioning identically to that of the Mirror ability.


Yoshi's shield design, on the other hand, is possibly based on an occurrence in ''{{s|supermariowiki|Super Mario World 2: Yoshi's Island}}''. When {{s|supermariowiki|Baby Mario}} grabs a [[Super Star]] and starts running around, Yoshi follows by hiding in an egg and becoming part of his egg trail. The duo is invincible during this time. The shield may also be based on Yoshi becoming invincible once swallowing a {{s|supermariowiki|Turbo Tulip}} in ''{{s|supermariowiki|Yoshi's Story}}'', although that is generally attributed to the [[Egg Roll]] instead.
Yoshi's shield design, on the other hand, is possibly based on an occurrence in ''{{s|supermariowiki|Super Mario World 2: Yoshi's Island}}''. When {{s|supermariowiki|Baby Mario}} grabs a [[Super Star]] and starts running around, Yoshi follows by hiding in an egg and becoming part of his egg trail. The duo is invincible during this time. The shield may also be based on Yoshi becoming invincible once swallowing a {{s|supermariowiki|Turbo Tulip}} in ''{{s|supermariowiki|Yoshi's Story}}'', although that is generally attributed to the [[Egg Roll]] instead.


Inkling's method of refilling ink is derived from [[Splatoon (universe)|their home series]], where the player's ink can be refilled by turning into squid form and diving into ink of the same color. In these games, turning into squid form is mapped to the{{button|Switch|ZL}}button; the [[ZL button|ZL]] and [[ZR button]]s shield by default in ''Super Smash Bros. Ultimate''.
Inkling's method of refilling ink is based on ''Splatoon'' and ''Splatoon 2'', where the player's ink can be refilled by becoming a squid and diving into ink of the same color. In these games, becoming a squid is mapped to the ZL button; the ZL and ZR buttons shield by default in ''Super Smash Bros. Ultimate''.


==Gallery==
==Gallery==
<gallery>
<gallery>Shield SSB (Kirby).png|A CPU {{SSB|Kirby}} shielding in ''Smash 64''.
Shield SSB (Kirby).png|A CPU {{SSB|Kirby}} shielding in ''Smash 64''.
Shielding64.gif|{{SSB|Captain Falcon}} shown [[Shield stab#Shield angling|angling]] his shield upward in ''Smash 64'' to block an incoming attack from {{SSB|Samus}}.
Shielding64.gif|{{SSB|Captain Falcon}} shown [[Shield stab#Shield angling|angling]] his shield upward in ''Smash 64'' to block an incoming attack from {{SSB|Samus}}.
Yoshi Egg Shield SSB.png|{{SSB|Yoshi}}'s shield in ''Smash 64''.
Yoshi Egg Shield SSB.png|{{SSB|Yoshi}}'s shield in ''Smash 64''.
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MarioShielding-3DS.jpg|{{SSB4|Mario}} puts up his shield to block {{SSB4|Bowser}}'s attack.
MarioShielding-3DS.jpg|{{SSB4|Mario}} puts up his shield to block {{SSB4|Bowser}}'s attack.
</gallery>
</gallery>
==Trivia==
*If the [[Shadow]] [[Assist Trophy]] freezes a character while shielding, the shield will remain up until being unfrozen. Shield decay does not trigger, though it shrinks after being hit as normal. If the frozen character's shield is broken, they will immediately be unfrozen and receive the shield break effect as normal, temporarily disabling the background caused by Shadow before it quickly returns.


==See also==
==See also==

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