Out of shield: Difference between revisions

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:*Many characters have many aerial moves that are quick and thus can be used as a response out of shield. In ''Ultimate'', the short hop aerial shortcut allows aerial attacks to be used more effectively as out-of-shield options when combined with the universal 3-frame jumpsquat.
:*Many characters have many aerial moves that are quick and thus can be used as a response out of shield. In ''Ultimate'', the short hop aerial shortcut allows aerial attacks to be used more effectively as out-of-shield options when combined with the universal 3-frame jumpsquat.
:*[[Wavedash]]ing can be used from a jump in ''Melee'', to either retreat or advance. A Wavedash straight down can also be used, since it's faster than dropping the shield for some characters.
:*[[Wavedash]]ing can be used from a jump in ''Melee'', to either retreat or advance. A Wavedash straight down can also be used, since it's faster than dropping the shield for some characters.
:*{{SSBM|Fox}} and {{SSBM|Falco}}'s [[shine]]s in ''Melee'' can be used OoS by jumping and using them immediately after leaving the ground. The shine [[momentum cancel|cancels the momentum]] from the jump and the character returns to the ground, able to jump out of the shine. This technique is nearly identical to [[multishine|multishining]].
:*{{SSBM|Fox}} and {{SSBM|Falco}}'s [[shine]]s in ''Melee'' (and ''Smash 64'' in Fox's case) can be used OoS by jumping and using them immediately after leaving the ground. The shine [[momentum cancel|cancels the momentum]] from the jump and the character returns to the ground, able to jump out of the shine. This technique is nearly identical to [[multishine|multishining]]. Fox's is more effective as an OoS option due to his 3 frames jumpsquat (as opposed to Falco's 5 frame jumpsquat) and its greater range.
:*Any [[up special]] move can be used from the shield by [[jump canceling]], except for Yoshi's in ''Melee'' and ''Brawl''. Some are more effective than others, though. In ''Ultimate'', jump-canceling is not necessary in order to perform an up special out of shield, as one can merely drop one's shield and bypass the shield-dropping animation entirely with an up special input; if the [[C-Stick]] is set to special moves, one can also merely flick it upward while shielding to perform an immediate up special out of shield.
:*Any [[up special]] move can be used from the shield by [[jump canceling]], except for Yoshi's in ''Melee'' and ''Brawl''. Some are more effective than others, though. In ''Ultimate'', jump-canceling is not necessary in order to perform an up special out of shield, as one can merely drop one's shield and bypass the shield-dropping animation entirely with an up special input; if the [[C-Stick]] is set to special moves, one can also merely flick it upward while shielding to perform an immediate up special out of shield.
::*[[Bowser]]'s [[Whirling Fortress]], which is very fast with adequate horizontally reach while striking powerfully. It also allows Bowser to move pretty far across the ground in either direction, allowing Bowser to escape pressure easily.
::*[[Bowser]]'s [[Whirling Fortress]], which is very fast with adequate horizontally reach while striking powerfully. It also allows Bowser to move pretty far across the ground in either direction, allowing Bowser to escape pressure easily. Bowser is also intangible during its startup in ''Melee'' and ''Brawl'', allowing him to escape pressure in cases most other character's cannot while in shield.  
::*[[Donkey Kong]]'s [[Spinning Kong]], which works similarly to Bowser's, except much slower, much weaker (except in ''Ultimate'', where it is actually stronger), and while Donkey Kong can move just as far as Bowser's forward, he barely moves if he tries going backward. However, it grants Donkey Kong [[super armor]] in ''SSB4'' and ''Ultimate'', unlike Whirling Fortress.
::*[[Donkey Kong]]'s [[Spinning Kong]], which works similarly to Bowser's, except as of ''Brawl'', it is much slower, much weaker (except in ''Ultimate'', where it is actually stronger), and while Donkey Kong can move just as far as Bowser's forward, he barely moves if he tries going backward. In ''Smash 64'' and ''Melee'' however, it is a rather effective OoS option, being a frame 4 OoS option in both games. In ''Smash 64'', DK is intangible during the move's first 5 frames although in ''Melee'' this was reduced to 3 frames once the hitboxes became active. In ''Melee'', the move's initial hitbox is very powerful and can easily KO opponents once they pass 100%.
::*[[Link]]'s [[Spin Attack]], which is decently fast with a great horizontal reach that strikes equally on both sides. It's very powerful in ''Melee'' but lacks KO power in ''Brawl'' when uncharged.
::*[[Link]]'s [[Spin Attack]], which is decently fast with a great horizontal reach that strikes equally on both sides. It's a very powerful and effective option in all games except ''Brawl'' where it is noticeably slower and weaker than in other entries.
::*[[Mario]]'s [[Super Jump Punch]], which with a start-up of three frames, is one of the fastest possible attacks out of shield. It deals low damage and knockback, however, and is very punishable if it misses due to its helplessness and high landing lag, limiting its effectiveness.
::*[[Mario]]'s [[Super Jump Punch]], is one of the fastest possible attacks out of shield, being a frame 3 OoS option (frame 4 in ''Melee''). It deals low damage and knockback, however, and is very punishable if it misses due to its helplessness and high landing lag, limiting its effectiveness. Additionally prior to ''Smash 4'', the opponent could potentially [[SDI]] out of the move and punish Mario.
::*[[Dr. Mario]]'s [[Super Jump Punch]] comes out on frame 3, and is strong at the start which provides an offensive option, especially when a move is [[perfect shield]]ed.
::*[[Dr. Mario]]'s [[Super Jump Punch]] also comes out on frame 3, and in ''Smash 4'' and ''Ultimate'', it has a strong initial hit, making it a highly effective OoS option, especially when a move is [[perfect shield]]ed.
::*[[Marth]]'s [[Dolphin Slash]], which has a very fast five frame start-up, with great horizontal reach, and striking powerfully (moreso in ''Brawl''). In ''Brawl'', it also has [[intangibility]] during its start-up, which can allow Marth to use it while opponents are attacking his shield with multi-hitting moves. While extremely effective and capable of punishing nearly any move out of shield, it carries great risk, as it leaves Marth [[helpless]] in the air while causing him to sustain heavy lag when he lands.
::*[[Marth]]'s [[Dolphin Slash]] has a very fast frame 5 start-up, with great horizontal reach, and striking powerfully. It is especially effective in ''Brawl'', as it is not only stronger than in later entries but it also has [[intangibility]] during its first 5 frames, which can allow Marth to use it to escape pressure in situations most other characters cannot while in shield. While extremely effective and capable of punishing nearly any move out of shield, it carries great risk, as it leaves Marth [[helpless]] in the air, which leads him wide open for a punish if he misses.
::*[[Meta Knight]]'s [[Shuttle Loop]], which works similarly to Marth's Dolphin Slash, except it hits vertically when initiated on the ground and has less horizontal reach. However, since Meta Knight can glide away at the end of Shuttle Loop, it carries none of the risks Dolphin Slash does.
::*[[Meta Knight]]'s [[Shuttle Loop]], which works similarly to Marth's Dolphin Slash, except it is slower, hits vertically and has less horizontal reach. In ''Brawl'', Meta Knight initiates his glide after using Shuttle Loop, making it extremely difficult to punish. In ''Smash 4'' and ''Ultimate'' however, Meta Knight is left helpless after using it, leaving him in a vulnerable position.
::*[[Zelda]]'s [[Farore's Wind]] is a very powerful, as well as deadly OoS option, the first hit combos into the second; this combo is often called "the elevator". However, it is very risky to use carelessly as if she misses, she will be left open to punishes.
::*[[Zelda]]'s [[Farore's Wind]] as of ''Smash 4'' is a very powerful, as well as deadly OoS option, the first hit combos into the second; this combo is often called "the elevator". However, it is very risky to use carelessly as if she misses, she will be left open to punishes.
::*{{SSBU|Mr. Game & Watch}}'s [[Fire]] in ''Ultimate'' is an extremely effective attack out of shield thanks to its frame 3 hitbox with a decent range that can be comboed directly into Mr. Game & Watch's own aerials.
::*[[Mr. Game & Watch]]'s [[Fire]] is a useful OoS option in every game. In ''Melee'', it is a frame 2 OoS option, making it the fastest OoS option in both the game and the series. This allows Mr. Game & Watch to punish moves which would be completely safe against every other character. In ''Brawl'' in ''Smash 4'', it does not come out until frame 9 however, Mr. Game & Watch now uses a parachute after using the move and he gains intangibility while jumping up, making it a great option to escape pressure. The move is most effective in ''Ultimate'' however. It not only retains the added benefits it received in ''Brawl'' but it has once again become an extremely effective attack out of shield due to its frame 3 hitboxes with long range that can be comboed directly into Mr. Game & Watch's own aerials.
::*{{SSBU|Chrom}}'s [[Soaring Slash]] possesses immense range on the first hit and impressive damage output should all of its hits connect, which makes it an extremely effective out of shield option.
::*{{SSBU|Chrom}}'s [[Soaring Slash]] possesses immense range on the first hit and impressive damage output should all of its hits connect, which makes it an extremely effective out of shield option.
:*Any jump-canceled [[up smash]] can be used from shield, except for Yoshi's in ''Melee'' and ''Brawl''. Many of these are situational, as they are either too slow or have an insufficient horizontal range to hit an attacking opponent out of shield. Some though can be especially effective, however. In ''Ultimate'', jump-canceling is not necessary in order to perform an up smash out of shield, as one can merely drop one's shield and bypass the shield-dropping animation entirely with an up special input; if the [[C-Stick]] is set to smash attacks (which is used by default), one can also merely flick it upward while shielding to perform an immediate up smash out of shield.
:*Any jump-canceled [[up smash]] can be used from shield, except for Yoshi's in ''Melee'' and ''Brawl''. Many of these are situational, as they are either too slow or have an insufficient horizontal range to hit an attacking opponent out of shield. Some though can be especially effective, however. In ''Ultimate'', jump-canceling is not necessary in order to perform an up smash out of shield, as one can merely drop one's shield and bypass the shield-dropping animation entirely with an up special input; if the [[C-Stick]] is set to smash attacks (which is used by default), one can also merely flick it upward while shielding to perform an immediate up smash out of shield.
::*[[Charizard]]'s, which is decently fast with large hitboxes that reach decently far horizontally, while also being quite powerful. It also strikes on both sides, but there is a delay to the second hit that strikes behind, which is usually too long for it to effectively hit an opponent attacking from behind.
::*[[Charizard]]'s, which is decently fast (being a frame 6 option in ''Brawl'' and ''Ultimate'' and a frame 7 option in ''Smash 4'') with large hitboxes that reach decently far horizontally, while also being quite powerful. It also strikes on both sides, but there is a delay to the second hit that strikes behind, which is usually too long for it to effectively hit an opponent attacking from behind.
::*[[Fox]]'s, which has a combination of fast [[start-up]], decent horizontal reach, and fearsome power. It can't effectively punish those attacking from behind however, as it doesn't reach behind until the end of the move, and it has less horizontal reach striking behind while striking much weaker.
::*[[Fox]]'s, which has a combination of fast [[start-up]], decent horizontal reach, and fearsome power (particularly in ''Smash 64'' although he has less oppurtunities to use it as an OoS options compared to later games due to the game's high shieldstun). It can't effectively punish those attacking from behind however, as it doesn't reach behind until the end of the move, and it has less horizontal reach striking behind while striking much weaker.
::*[[Olimar]]'s, while its horizontal reach is poor, strikes equally on both sides, and is very fast while being very powerful (especially if done with a Purple Pikmin), enough so that it can be even deadlier than Fox's.
::*[[Olimar]]'s, while its horizontal reach is poor, strikes equally on both sides, and is very fast while being very powerful (especially if done with a Purple Pikmin), enough so that it can be even deadlier than Fox's. It is the most effective in ''Brawl'' due to its lower startup lag, greater range and stronger hitboxes although it is still a rather solid option in ''Ultimate''.
::*[[Marth]]'s in ''Brawl'', as it is decently fast and has moderately sized vacuum hitboxes on the sides that suck opponents into the main attack, dealing very high damage to those who attack Marth's shield a bit too close.
::*[[Marth]]'s from ''Brawl'' onwards, as it is not too slow and has moderately sized vacuum hitboxes on the sides that suck opponents into the main attack, dealing very high damage to those who attack Marth's shield a bit too close. It is mainly useful if Marth's opponent is behind him.  
::*[[Wolf]]'s, which with its decent start-up and horizontal reach that strikes equally on both sides, combined with Wolf's high [[traction]], is perhaps the most landable up smash out of shield. It allows Wolf to punish a variety of moves from various positions with it.
::*[[Wolf]]'s, which with its decent start-up and horizontal reach that strikes equally on both sides, combined with Wolf's high [[traction]] (in ''Brawl''), is perhaps the most landable up smash out of shield. It allows Wolf to punish a variety of moves from various positions with it.
::*While this is not generally used as a punish, {{SSB4|Lucario}}'s [[Aura Sphere]] charging hitbox can be canceled with shield, allowing it to perform a jump-canceled up smash as a kill confirm while its opponent remains in hitstun. The effectiveness of this technique scales with aura; due to the fact that the charging hitbox's size increases with aura, it becomes considerably more difficult to escape from at higher percents. Note that up smash can be substituted for Lucario's additional kill options, such as back air.
::*While this is not generally used as a punish, {{SSB4|Lucario}}'s [[Aura Sphere]] charging hitbox can be canceled with shield, allowing it to perform a jump-canceled up smash as a kill confirm while its opponent remains in hitstun. The effectiveness of this technique scales with aura; due to the fact that the charging hitbox's size increases with aura, it becomes considerably more difficult to escape from at higher percents. Note that up smash can be substituted for Lucario's additional kill options, such as back air.
:*Some characters have the same freedom while shielding.
:*Some characters have the same freedom while shielding.
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