Out of shield: Difference between revisions
→Examples of OoS moves: Amended the section on whirling fortress to distinguish the startup difference in melee and other titles.
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(→Examples of OoS moves: Amended the section on whirling fortress to distinguish the startup difference in melee and other titles.) |
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:*{{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, allowing him 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-frame jumpsquat (as opposed to Falco's 5-frame jumpsquat) and its greater range. | :*{{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, allowing him 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-frame jumpsquat (as opposed to Falco's 5-frame jumpsquat) and its greater range. | ||
*Any [[up special]] move can be used from a shielding position. While many moves have insufficient startup and/or range to be reliably used, or even lack a damaging hitbox altogether, others are a lot more effective. In ''Smash 64'', ''Melee'', ''Brawl'' and ''SSB4'', [[jump-canceling]] is required in order to perform an up special out of shield (in ''Melee'' and ''Brawl'', [[Yoshi]] cannot jump out of shield, so this is impossible for him), but in ''Ultimate'', jump-canceling is not necessary in order to do so, 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 a shielding position. While many moves have insufficient startup and/or range to be reliably used, or even lack a damaging hitbox altogether, others are a lot more effective. In ''Smash 64'', ''Melee'', ''Brawl'' and ''SSB4'', [[jump-canceling]] is required in order to perform an up special out of shield (in ''Melee'' and ''Brawl'', [[Yoshi]] cannot jump out of shield, so this is impossible for him), but in ''Ultimate'', jump-canceling is not necessary in order to do so, 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 | :*[[Bowser]]'s [[Whirling Fortress]], which has 5 frames of startup in ''Melee'' and 6 frames startup in all future titles, possesses adequate horizontal reach with significant damage and knockback. It also allows Bowser to move a considerable distance 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 that 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 move 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%. | :*[[Donkey Kong]]'s [[Spinning Kong]], which works similarly to Bowser's, except that 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 move 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 is a very powerful and effective option in all games, except in ''Brawl'', where it is noticeably slower and weaker than in other entries. | :*[[Link]]'s [[Spin Attack]], which is decently fast with a great horizontal reach that strikes equally on both sides. It is a very powerful and effective option in all games, except in ''Brawl'', where it is noticeably slower and weaker than in other entries. |