Shield break combo: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
No edit summary
(Undid revision 119749 by Vixen Windstorm (Talk))
Line 13: Line 13:
*[[Ness (SSB)|Ness]]'s [[DJC]]'d [[dair]] chain ([[SSB]] only)
*[[Ness (SSB)|Ness]]'s [[DJC]]'d [[dair]] chain ([[SSB]] only)
*[[Kirby (SSB)|Kirby]]'s [[dair]] into [[up tilt]] chain into [[forward smash]] ([[SSB]] only)
*[[Kirby (SSB)|Kirby]]'s [[dair]] into [[up tilt]] chain into [[forward smash]] ([[SSB]] only)
*[[Yoshi (SSB)|Yoshi]]'s [[DJC]]'d [[Standard Air Attack]] chain into [[down smash]] ([[SSB]] only)
*[[Yoshi (SSB)|Yoshi]]'s [[DJC]]'d [[nair]] chain into [[down smash]] ([[SSB]] only)
*[[Fox]]'s [[Shine]] cancel chain ([[SSB]] and [[Melee]])
*[[Fox]]'s [[Shine]] cancel chain ([[SSB]] and [[Melee]])


Line 24: Line 24:
*[[Kirby (SSB)|Kirby]]'s [[up tilt]] chain while the opponent is up against a wall ([[SSB]] only)
*[[Kirby (SSB)|Kirby]]'s [[up tilt]] chain while the opponent is up against a wall ([[SSB]] only)
*[[Link (SSB)|Link]]'s [[neutral A]] chain while the opponent is up against a wall ([[SSB]] only)
*[[Link (SSB)|Link]]'s [[neutral A]] chain while the opponent is up against a wall ([[SSB]] only)
*[[Yoshi (SSB)|Yoshi]]'s [[DJC]]'d Standard Air Attack chain ([[SSB]] only)
*[[Yoshi (SSB)|Yoshi]]'s [[DJC]]'d [[nair]] chain ([[SSB]] only)
*[[Pillaring]] with [[Falco (SSBM)|Falco]] ([[SSBM]] only)
*[[Pillaring]] with [[Falco (SSBM)|Falco]] ([[SSBM]] only)
*[[Peach (SSBM)|Peach]]'s [[dsmash]] ([[SSBM]] only)
*[[Peach (SSBM)|Peach]]'s [[dsmash]] ([[SSBM]] only)

Revision as of 12:26, April 18, 2008

A Shield Break Combo is a combination of attacks that enables a character to break an opponent's shield without the opponent having to hold down shield for the duration of the combo.

How it Works

Normally, when one is shielding and then lets go of the shield button, the shield disappears. This does not happen when the shield is under attack. If one lets go of shield while the opponent's attacks are making contact with the shield, the shield will stay until the attacks stop for a certain amount of time (this is called shield stun). As the attacks make contact, the shield gradually shrinks. If the shield size decreases too much, the shield will break, causing the shielder to become stunned in place for a few seconds, depending on the damage. Normally, there is enough delay after an attack to allow the shielder to remove the shield if he/she chooses to do so, but there exist certain combos in which attacks are executed quickly enough so that the shield stays up for the duration of the combo, at the end of which the shield breaks.


A shield break combo must have these properties:

  • The attack(s) have very little start up or cooldown delay. In other words, there exists very little time in between hitboxes
  • The hitboxes of the attacks are rather large. The hitbox must make contact with the shield each time or else the shielder will be shield jabbed. Therefore, a large hitbox is required to hit the increasingly diminutive shield.


Examples


Variants, Special Situations

There exist combos that are not always called "true shield break combos," but nevertheless can be utilized to break shields. These combos work only under certain situations. The two most common ones are the shield not being at full strength at the start of the combo and the shielder somehow being locked in a fixed position during the combo due to a feature of the stage.

Examples