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(→In Super Smash Bros. Ultimate: Removed speculation about name and animation origin of parry, tying it to SF/traditional fighters Parry is a fairly general concept not unique to fighting games or SF for that matter. Not just in other games (Dark Souls, Dead Cells, Sekiro) but it's also used in natural language (e.g. parrying an attack). Parrying is simply a much more natural name for the technique than "perfect shield". The parry animations don't really look that similar to Ryu's so tha...) Tag: Mobile edit |
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==In ''[[Super Smash Bros. Ultimate]]''== | ==In ''[[Super Smash Bros. Ultimate]]''== | ||
[[File:PerfectShieldUltimate.gif|thumb|{{SSBU|Mario}} perfect shielding the third hit of {{SSBU|Young Link}}'s [[neutral attack]].]] | [[File:PerfectShieldUltimate.gif|thumb|{{SSBU|Mario}} perfect shielding the third hit of {{SSBU|Young Link}}'s [[neutral attack]].]] | ||
Perfect shielding in ''Super Smash Bros. Ultimate'' functions completely differently than in previous games. It now requires the player to ''release'' the shield button when an attack connects against their shield, instead of the other way around. It is also significantly more dramatic upon activation: it creates a much brighter flash from the perfect shielder, causes their eyes to glow yellow, and they perform a unique animation while the sound effect produced is louder like in ''Brawl''. {{SSBU|Ryu}} keeps his unique sound effect and now shares it with {{SSBU|Ken}}. Due to these properties, the perfect shield in ''Ultimate'' is usually referred to as a '''parry''' by the ''Smash'' community | Perfect shielding in ''Super Smash Bros. Ultimate'' functions completely differently than in previous games. It now requires the player to ''release'' the shield button when an attack connects against their shield, instead of the other way around. It is also significantly more dramatic upon activation: it creates a much brighter flash from the perfect shielder, causes their eyes to glow yellow, and they perform a unique animation while the sound effect produced is louder like in ''Brawl''. {{SSBU|Ryu}} keeps his unique sound effect and now shares it with {{SSBU|Ken}}. Due to these properties, the perfect shield in ''Ultimate'' is usually referred to as a '''parry''' by the ''Smash'' community. | ||
Perfect shielding is activated during the first 5 frames of a character's shield drop animation, which lasts 11 frames (up from ''Smash 4''{{'}}s 7 frames). The shield has to be put up for at least 3 frames before it can be dropped, essentially causing the technique's earliest possible activation to be 4 frames upon shielding. As a result, while it has a larger window, it can no longer be done immediately, and is less likely to be activated unintentionally, thus carrying more risk. However, unlike in previous games, the radius of a perfect shield does not shrink in proportion to the character's shield, and instead always matches the size of a full shield, increasing its consistency. | Perfect shielding is activated during the first 5 frames of a character's shield drop animation, which lasts 11 frames (up from ''Smash 4''{{'}}s 7 frames). The shield has to be put up for at least 3 frames before it can be dropped, essentially causing the technique's earliest possible activation to be 4 frames upon shielding. As a result, while it has a larger window, it can no longer be done immediately, and is less likely to be activated unintentionally, thus carrying more risk. However, unlike in previous games, the radius of a perfect shield does not shrink in proportion to the character's shield, and instead always matches the size of a full shield, increasing its consistency. |
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