Editing Shieldstun

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'''Shieldstun''' (referred to as '''Downtime from Shielding''' by ''[[Super Smash Bros. Ultimate]]''{{'}}s [[tip]]s and official patch notes) is an inactionable period that occurs when a character's [[shield]] is hit. It is comparable to [[hitstun]], in that it occurs after [[hitlag]] and only for the defending character. While the attacker still experiences the hitlag of the move, they do not undergo shieldstun, allowing them to move again before their opponent can if the ending [[lag]] of the attack is low. During the period of shieldstun, the shielding player cannot perform any of their normal [[out of shield]] options, rendering them stuck. Several fast multi-hitting moves (such as [[Fox]]'s or [[Yoshi]]'s [[down aerial]]s) hit fast enough to keep an opponent in shieldstun for the duration of the move, as each hit lands while the opponent is still in shieldstun from the previous hit; this is usually referred to as a "blockstring", a term stemming from similar situations with block mechanics in traditional fighting games. In addition to not being able to perform out of shield options, players in shield stun cannot release the shield, adjust the tilt of their shield, [[shield drop]], or change their shield's density. Attempting to perform any of these actions while in shieldstun will have them happen the frame shieldstun ends instead.  
'''Shieldstun''' (referred to as '''Downtime from Shielding''' by ''[[Super Smash Bros. Ultimate]]''{{'}}s [[tip]]s and official patch notes) is an inactionable period that occurs when a character's [[shield]] is hit. It is comparable to [[hitstun]], in that it occurs after [[hitlag]] and only for the defending character. While the attacker still experiences the hitlag of the move, they do not undergo shieldstun, allowing them to move again before their opponent can if the ending [[lag]] of the attack is low. During the period of shieldstun, the shielding player cannot perform any of their normal [[out of shield]] options, rendering them stuck. Several fast multi-hitting moves (such as [[Fox]]'s or [[Yoshi]]'s [[down aerial]]s) hit fast enough to keep an opponent in shieldstun for the duration of the move, as each hit lands while the opponent is still in shieldstun from the previous hit; this is usually referred to as a "blockstring", a term stemming from similar situations with block mechanics in traditional fighting games. In addition to not being able to perform out of shield options, players in shield stun cannot release the shield, adjust the tilt of their shield, [[shield drop]], or change their shield's density. Attempting to perform any of these actions while in shieldstun will have them happen the frame shieldstun ends instead.  


With the inability to jump, [[grab]], roll, or spot dodge out of their shield, the player in shieldstun is very susceptible to another hit or a grab. Though it is rare, this can sometimes be used to the point of breaking a player's shield, as with {{SSBM|Fox}}'s and {{SSBM|Falco}}'s [[pillaring]] [[combo]]s. A combo meant to lock an opponent in shield until their shield breaks is known as a [[shield break combo]]. However, outside of ''SSB'', these combos are not perfect, as all other combos on shield have gaps in shieldstun. Thus, the goal of shield combos in ''Melee'' is rarely to outright break shields: it is far more likely an attempt at causing a [[shield poke]], or to [[bait]] and [[punish]] a roll, grab, or spot dodge. Still, since gaps in shieldstun must exist it is necessary to mixup where and for how long these gaps fall. Doing so covers different out of shield options that the defending player might want to use. As an example, a [[double shine]] covers the grab-sized gap that is normally left after a [[waveshine]] or a jump out of [[shine]] into an [[aerial]], and grants the attacker the hit they were looking for.  
With the inability to jump, [[grab]], roll, or spot dodge out of their shield, the player in shieldstun is very susceptible to another hit or a grab. Though it is rare, this can sometimes be used to the point of breaking a player's shield, as with {{SSBM|Fox}}'s and {{SSBM|Falco}}'s [[pillaring]] [[combo]]s. A combo meant to lock an opponent in shield until their shield breaks is known as a [[shield break combo]]. However, outside of ''SSB'', these combos are not perfect, as all other combos on shield have gaps in shieldstun. Thus, the goal of shield combos in ''Melee'' is rarely to outright break shields: it is far more likely an attempt at causing a [[shield poke]], or to [[bait]] and [[punish]] a roll, grab, or spotdodge. Still, since gaps in shieldstun must exist it is necessary to mixup where and for how long these gaps fall. Doing so covers different out of shield options that the defending player might want to use. As an example, a [[double shine]] covers the grab-sized gap that is normally left after a [[waveshine]] or a jump out of [[shine]] into an [[aerial]], and grants the attacker the hit they were looking for.  


==In ''[[Super Smash Bros.]]''==
==In ''[[Super Smash Bros.]]''==

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