Shieldstun: Difference between revisions

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*[[Aerial attack]]s use a multiplier of 0.33, with the exception of [[grab aerial]]s and landing hitboxes, resulting in an overall multiplier of 0.264.
*[[Aerial attack]]s use a multiplier of 0.33, with the exception of [[grab aerial]]s and landing hitboxes, resulting in an overall multiplier of 0.264.
*Indirect attacks (such as [[projectile]]s) use a multiplier of 0.29, resulting in an overall multiplier of 0.232. For smash and aerial attacks that are also projectiles (such as {{SSBU|Mega Man}}'s [[forward smash]] and [[down aerial]]), only this multiplier applies.
*Indirect attacks (such as [[projectile]]s) use a multiplier of 0.29, resulting in an overall multiplier of 0.232. For smash and aerial attacks that are also projectiles (such as {{SSBU|Mega Man}}'s [[forward smash]] and [[down aerial]]), only this multiplier applies.
*In other cases, the multiplier is 1 by default. However, specific characters' moves that are not in the above categories can also have their own '''shieldstun multiplier'''. These are mostly employed by [[rapid jab]]s and [[dash attack]]s, which use a higher multiplier than usual to either prevent shielding opponents in range from escaping them or to decrease their [[punish]]ability (respectively), but a few other moves possess them as well, such as {{SSBU|Ridley}}'s [[Skewer]], which uses a lower multiplier than usual to prevent its sweetspot from otherwise producing ludicrously high shieldstun, as its first hit deals 40% damage.
*In other cases, the multiplier is 1 by default. However, specific characters' moves that are not in the above categories can also have their own '''shieldstun multiplier'''. These are mostly employed by [[rapid jab]]s and [[dash attack]]s, which use a higher multiplier than usual to either prevent shielding opponents in range from escaping them or to decrease their [[punish]]ability (respectively), but a few other moves possess them as well, such as {{SSBU|Ridley}}'s [[Skewer]], which uses a lower multiplier than usual to prevent its sweetspot from otherwise producing ludicrously high shieldstun, as its first hit deals 40% damage. Shieldstun multipliers also affect the amount of pushback inflicted on the shielding fighter, further affecting how easy or difficult it is to punish moves out of shield.


As a result, shieldstun remains unchanged for smash attacks compared to ''Smash 4'', but is increased for direct special moves and all other ground attacks; [[tilt attack]]s in particular are noticeably safer on shield. Conversely, it is decreased for aerial attacks and projectiles, most significantly the former. The new 0.85× damage multiplier for aerial attacks performed in a [[short hop]] also further reduces their potential shieldstun. However, due to the universally lower [[landing lag]] in ''Ultimate'', the general safety of aerial attacks on shield remains unchanged, with some of them being slightly safer. Furthermore, shield dropping takes longer (11 frames instead of 7), while [[shield grab]]bing after shieldstun has increased startup by 4 frames, and although the new [[powershield]] mechanics allow characters to retaliate against attacks faster, it is harder to pull off, as it is now triggered by dropping the shield instead of putting it up. Overall, attacking shields in ''Ultimate'' is more favorable, with options to safely punish out of shield being riskier (albeit still highly rewarding), encouraging players to focus more on offense.
As a result, shieldstun remains unchanged for smash attacks compared to ''Smash 4'', but is increased for direct special moves and all other ground attacks; [[tilt attack]]s in particular are noticeably safer on shield. Conversely, it is decreased for aerial attacks and projectiles, most significantly the former. The new 0.85× damage multiplier for aerial attacks performed in a [[short hop]] also further reduces their potential shieldstun. However, due to the universally lower [[landing lag]] in ''Ultimate'', the general safety of aerial attacks on shield remains unchanged, with some of them being slightly safer. Furthermore, shield dropping takes longer (11 frames instead of 7), while [[shield grab]]bing after shieldstun has increased startup by 4 frames, and although the new [[powershield]] mechanics allow characters to retaliate against attacks faster, it is harder to pull off, as it is now triggered by dropping the shield instead of putting it up. Overall, attacking shields in ''Ultimate'' is more favorable, with options to safely punish out of shield being riskier (albeit still highly rewarding), encouraging players to focus more on offense.