Super Smash Bros. series

Shield: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Tag: Mobile edit
(48 intermediate revisions by 32 users not shown)
Line 2: Line 2:
{{for|other uses of "shield"|Shield (disambiguation)}}
{{for|other uses of "shield"|Shield (disambiguation)}}
{{redirect|Shield break|Marth's and Lucina's neutral special move|Shield Breaker}}
{{redirect|Shield break|Marth's and Lucina's neutral special move|Shield Breaker}}
[[File:BowserShieldSSB4.png|Bowser shielding in {{forwiiu}}.|thumb|300px]]
[[File:BowserShieldSSB4.png|{{SSB4|Bowser}} shielding in {{forwiiu}}.|thumb|300px]]


A '''shield''' (known as '''Guard''' by certain technical processes) is a bubble of energy that encircles the user. A shield blocks all moves (with the exception of [[grab]]s and other [[unblockable attack]]s). <!--PLEASE DON'T add "Final Smashes" to this page nor change this to "Final Smashes". In Super Smash Bros. Brawl, Super Smash Bros. 4, and Super Smash Bros. Ultimate, there are lots of moves that aren't Final Smashes which are unblockable attacks. Most characters have at least one unblockable attack if Final Smashes are counted. But there are lots of moves that are unblockable outside of these cases. This includes being wielded by bosses, moves from rare Pokémon via Poke Balls, and moves from rare Assist Trophy characters via Assist Trophies.--> The shield is raised by pressing a certain button, which is (by default):
A '''shield''' (known as '''Guard''' internally) is a bubble of energy that encircles the user. A shield protects the user from a majority of attacks; more specifically, any that are not [[grab]]s or determined to be [[unblockable]] (including [[Final Smash]]es, but not limited to them). The shield is raised by pressing a certain button, which is by default:
*the [[Z button]] on the [[N64 controller]] and [[Wii Remote]] with the Nunchuk
*the [[Z button]] on the [[N64 controller]] and [[Wii Remote]] with the Nunchuk
*the [[L button|L]] or [[R button]] on the [[GameCube controller]], [[Classic Controller]], [[Wii U Pro Controller]], and [[Wii U GamePad]]
*the [[L button|L]] or [[R button]] on the [[GameCube controller]], [[Classic Controller]], [[Wii U Pro Controller]], and [[Wii U GamePad]]
Line 12: Line 12:
*the [[SR button]] on a standalone Joy-Con
*the [[SR button]] on a standalone Joy-Con


Shielding can only be done on the ground; pressing a shield button in midair produces an [[air dodge]] instead (or has no effect in ''[[Smash 64]]''). Shields cannot be held forever; they shrink as time passes and attacks are blocked, and break when held for too long, causing the user to do a [[shield jump]] (popping them into the air before [[stun]]ning them). Otherwise, they recharge when not in use. In ''Brawl'' and ''SSB4'', when an attack hits a shield, a bit of the shield can be seen visually shattering, with pieces flying away.
==General properties==
Shielding can only be done on the ground; pressing a shield button in midair produces an [[air dodge]] instead, or has no effect in the original ''[[Super Smash Bros.]]'' Shields cannot be held indefinitely; they shrink as time passes and break if held for too long, [[Shield jump|popping the user up]] and knocking them down on the ground before [[stun]]ning them. Blocking attacks accelerates shield depletion relative to the amount of shield damage the attack has. Shields automatically replenish when not in use.


If the [[Control Stick]] is tilted slightly, the shield can be shifted to help block attacks from specific directions. If pushed further, the shield is instead cancelled into a [[spot dodge]], [[roll]], or [[jump]] (if [[tap jump]] is turned on). In ''Super Smash Bros. Ultimate'', if the player holds the special move button, more than one shield button, or (oddly enough) the [[side taunt]] input while shielding, these options are disabled, allowing the shield to be shifted without worry of accident.
[[File:SSBUWebsiteMiiFighter6.jpg|thumb|300px|{{SSBU|Mii Fighter}}s shielding in ''Ultimate'', showing the different shield colors per player.]]
Beginning in ''[[Super Smash Bros. Melee]]'', shields match the players' colors; they are red, blue, yellow, and green respectively for players 1 to 4, while [[CPU]]s always have a gray shield. In team battles, human players' shield colors instead match their team colors, except if [[team attack]] is turned on in ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'' (''Brawl'' also incorrectly gives green team members a yellow shield). In ''Smash 64'', the shield colors are always red, green, blue, and gray for players 1 to 4, including CPUs and even in team battles; incidentally, these were the colors used for the players in [[Media:Dragon-King--The-Fighting-Game.jpg|the game's prototype, ''Dragon King'']]. In {{forwiiu}}, with the introduction of [[8-Player Smash]], players 5 to 8 have orange, cyan, purple, and slate shields, respectively. ''[[Super Smash Bros. Ultimate]]'' changes players 7 and 8's shield colors to pink and purple, respectively.


In ''Super Smash Bros.'', the shield colors are different; they are always red, green, blue and grey for players 1–4 respectively, regardless of human/CPU settings. The color of a shield is based on the team color of the user; when not in a team battle, shields are red, blue, yellow, green, orange, cyan, purple and slate for players 1–8, respectively, and gray for [[computer player]]s. On a related note, ''Super Smash Bros.''{{'}} prototype, ''Dragon King'', featured the player's colors as red, green, blue and gray [[:File:Dragon-King--The-Fighting-Game.jpg|in that exact order]].
In all games to date, shields come out on the very first [[frame]] a shield input is recognized by the game. This makes them extremely fast and reliable for defense, as very few attacks come out as equally fast, and many attacks can be easily [[punish]]ed after being shielded. Due to this characteristic, simply [[approach]]ing an opponent in a rushed way with a move like a [[dash attack]] — a common mistake among new players to the series — is usually an unviable tactic; the player is instead encouraged to win the [[neutral game]] by getting in close more strategically, being aware of the different options their opponent has, then attack when they are unable to put up their shields, often by forcing them to commit mistakes or bypassing the shield with a move such as a grab. However, shields in all games are still subject to [[display lag]], meaning they will not be activated at the exact same moment the player presses the shield button; this often causes the impression that an attack was not shielded even though the button was pressed.
 
As aesthetic indicators, when a shield blocks an attack, it briefly glows and displays a circular graphic in the spot the attack was blocked, alongside a sound effect for blocking. In ''Brawl'' and ''Smash 4'', a bit of the shield can be seen visually shattering as well, with pieces flying away, whereas in ''Ultimate'', the shield acquires a checkered texture resembling static.
 
==Options from the shield==
When holding their shield, characters' options are generally much more restricted to compensate for their ability to negate most attacks. If the [[control stick]] is tilted slightly, the shield can be shifted to help block attacks from specific directions. If it is tilted faster, the shield is instead canceled into a [[roll]] with a horizontal tilt, a [[jump]] with an upward tilt (if [[tap jump]] is turned on), and from ''Melee'' onward, a [[spot dodge]] with a downward tilt. In all games except ''Ultimate'', characters can also [[Shield platform drop|drop through soft platforms while shielding]]. These options allow characters to leave the shield quickly, reposition themselves while obtaining some [[intangibility]], or quickly retaliate against an attack, such as an opponent attempting to grab them out of the shield. In ''Ultimate'', if the player holds the special move button, more than one shield button, or (oddly enough) a [[side taunt]] input while shielding, these options are disabled, allowing players to shift their shield without accidentally becoming vulnerable.
 
In all games, [[grab]]bing and [[jump]]ing are other possible options out of shield. Since a grab input in the ''Smash'' series is coded as a simultaneous shield and attack input, grabbing can simply be done by pressing the attack button while shielding, and is generally the most basic way of punishing opponents out of shield, known as [[shield grab]]bing. Jumping out of shield, on the other hand, grants several more options, allowing characters to immediately use their [[aerial attack]]s (including [[SHFFL]]ing in ''Melee''), [[wavedash]], or [[jump cancel]] into their [[up smash]] or [[up special]]. All these options make shielding the centerpiece to a player's defensive game. Characters can also simply drop their shield and use any attack afterwards, though this causes a short inactionable period, usually known as [[shield drop lag]], while all other listed actions can be done instantly out of the shield. In ''Ultimate'', up smashes and up specials can be performed out of shield without the need of jump canceling, allowing players with tap jump turned off to use them more easily.
 
While in hitlag from shielding an attack, characters can perform a weaker variant of [[smash directional influence]] known as shield SDI, allowing them to adjust their distance from the opponent in order to mitigate shield pressure or facilitate a subsequent punish. Characters can also shield out of a [[run]] (but not their initial dash), with a short slide forward due to the remaining momentum, which is useful for faking approaches. In ''Smash 64'' and ''Brawl'', a technique known as [[dashing shield]] allows characters to conserve more forward momentum when shielding.
 
[[Greninja]]'s [[Shadow Sneak]] can be used while shielding, but the shield is turned off when doing so.


==Technical details==
==Technical details==
Though shields block most attacks without fail and come out instantly, their shrinking causes them to not always cover the character's entire damageable [[hurtbox]]—thus, the user is still vulnerable to [[shield stab]]bing. Shields are considered to be both aerial and grounded; therefore they can be struck by both aerial and grounded-only hitboxes. If a [[projectile]] hits a shield at just the right angle, it will be deflected rather than blocked. The initial raising of the shield creates a small energy wave; if that wave hits a projectile, it will be reflected at an angle, though without harming the projectile user.
[[File:MeleeLightShield.png|thumb|250px|The difference between {{SSBM|Mario}}'s fully dense shield and lightest shield in ''Melee''.]]
*Though shields block most attacks without fail and come out instantly, their shrinking causes them to not always cover the character's entire damageable [[hurtbox]]. As a result, the user can still be vulnerable to [[shield stab]]bing.
*For [[hitbox]] detection purposes, shields are considered both grounded and aerial, so they can be struck even by hitboxes that can only hit aerial opponents (which would otherwise be impossible to shield). If a move has two sets of ground-only and aerial-only hitboxes occupying the same space, such as [[Samus]]' [[up tilt]] from ''Melee'' onward (which deals 13% to grounded opponents and [[meteor smash]]es them, but deals 12% to aerial opponents and launches them diagonally), the hitboxes with the lowest ID hit the shield (in the aforementioned example, the ground-only ones).
*When the shield is hit by an attack, both the attacker and defender experience [[hitlag]] as usual, then the defender undergoes an inactionable period known as [[shieldstun]], analogously to [[hitstun]]. Shieldstun is generally determined by the shielded attack's damage output, though several other factors can alter it in later games. Hitting a shield also creates '''shield pushback''' for the defender and (to a lesser extent) the attacker, separating them to a larger degree the more damage the shielded attack deals; this can even push the shielder off an edge and cause [[edge slipping]], except in ''Smash 4'' and ''Ultimate''.
*If a [[projectile]] just barely grazes the outside of a shield (similarly to [[glancing blow]]s), the projectile is deflected at an angle instead of blocked. Unlike [[reflection]], this does not change its ownership.
*Certain attacks have increased [[shield damage]], meaning that they deal more damage to shields than to other targets. An example is the [[Fan]], which can instantly break a shield with a [[forward smash]]. Conversely, some attacks have negative shield damage, and thus deal less damage to shields; this is used by certain strong attacks in ''Smash 64'', such as the [[Hammer]], and by most projectiles in ''Ultimate'' from version {{SSBU|3.0.0}} onward.
*From ''Melee'' onward, blocking an attack right as the shield is raised (with the window depending on the game) triggers a '''[[perfect shield]]''', causing the shield to take no damage, reduced pushback (except in ''Melee''), and allowing the character to bypass shield drop lag with any action. In ''Melee'', a portion of this window can also reflect projectiles at half their previous damage. In ''Ultimate'', perfect shielding is instead done by dropping the shield, with a window of 5 frames.
*In ''Melee'' only, the L or R button's depression amount can alter the density of the shield, which is known as '''light shielding'''. A light shield covers a wider area and shrinks more slowly than a dense shield, but causes more shieldstun and pushback to the user if hit. Holding the Z button to shield (after the character grabs, or if held after another action's ending lag) produces a shield close to the lightest possible amount. Variable shield density was removed in later games, presumably due to other controllers lacking analog buttons, and is the only mechanic in the entire ''Smash'' series to utilize analog triggers.


In all ''Super Smash Bros.'' games to date, shields come out on the very first [[frame]] the input for it is recognized by the game, making them extremely fast and reliable for defending against attacks, as only a select few attacks come out on frame 1, and many attacks can be easily punished after being shielded. Due to this characteristic, simply [[approach]]ing an opponent in a rushed way with a move like a [[dash attack]]—a common mistake among new players to the series—is very rarely a viable tactic; the player is instead encouraged to win the [[neutral game]] by getting in close more strategically, being aware of the different options their foe has, then attack when they are unable to put up their shields, often by enforcing them to commit mistakes. [[Grab]]s are also effective at ruining foes' attempts to shield attacks if the player can properly predict them. Despite coming out on frame 1, shields in all games are still subject to [[display lag]], meaning they will not be activated at the exact same moment the player inputs them; this often causes the impression that an attack was not shielded even though the button was pressed.
==Shield statistics==
In all games from ''Melee'' onward, the amount of health a shield loses when hit by an attack is multiplied by a constant. This constant reduces incoming damage in ''Melee'' and ''Brawl'', and conversely increases it in ''Smash 4'' and ''Ultimate'', effectively giving the shield more or less HP than its specified amount. Additional shield damage is also affected by this constant, but not shieldstun or shield pushback.


===Other properties===
===General===
When the shield is hit by an attack, the user will undergo an inactionable period known as [[shieldstun]], which duration depends on the damage the attack would have done if it had been unshielded. Both the defender and (in a smaller proportion) the attacker are also pushed back; being pushed off an edge while shielding causes [[edge slipping]].
*For maximum HP, the first value lists the raw amount, while the value in parenthesis lists the approximate effective amount with the damage multiplier accounted for.
*For shield depletion and regeneration, the first value lists the HP lost/regained per frame, while the value in parenthesis lists it per second (for example, 0.1 HP per frame equals 6 HP per second).
*For the shieldstun formula, the damage used is the base amount the attack would deal if not shielded, and the result is rounded down in all games except the Japanese version of ''Smash 64'', where it is rounded up.
*''Melee'' statistics only apply to a fully dense shield; analog shield data is listed in more detail in a separate section below.
{{technical data|Smash 64 size and pushback data}}


Certain attacks have increased [[shield damage]], meaning that they deal more damage to shields than to other targets. The [[Fan]] is one example, whose smash attack can break a shield in one hit. On the other hand, some attacks deal reduced damage to shields; this is exclusive to certain strong attacks in ''Smash 64'', such as the Hammer.
{|class="wikitable"
!Game!!Maximum HP!!Damage multiplier!!Depletion!!Regeneration!!HP after shield break!!Shield time before drop!!Shield drop lag!![[Shieldstun]]||Size multiplier
|-
|{{GameIcon|ssb|20px}}||55 (55)||1×||0.0625 (3.75/s)||0.1 (6/s)||30||{{rollover|3 frames|Shield stays out for at least 8 frames|y}}||11 frames||'''Japanese''': <code>damage * 1.75 + 3</code><br>'''International''': <code>damage * 1.62 + 4</code>||?
|-
|{{GameIcon|ssbm|20px}}||60 (85.71)||0.7×||0.28 (16.8/s)||0.07 (4.2/s)||30||8 frames||15 frames||<code>(damage * 0.45 + 2) * 200 / 201</code>||<code>(HP * 0.5 / 60) * 0.85 + 0.15</code>
|-
|{{GameIcon|ssbb|20px}}||50 (71.43)||0.7×||0.28 (16.8/s)||0.07 (4.2/s)||30||7 frames||7 frames||<code>damage * 0.345</code>||<code>(HP / 50) * 0.85 + 0.15</code>
|-
|{{GameIcon|ssb4|20px}}||50 (42.02)||1.19×||0.13 (7.8/s)||0.08 (4.8/s)||25||13 frames (prior to [[1.1.4]])<br>11 frames (1.1.4 onward)||7 frames||<code>INT(d * 1.3 + 2) * 0.3</code> (prior to [[1.1.1]])<br><code>damage * 0.58 * mult + 2</code> (1.1.1 onward)||<code>(HP / 50) * 0.85 * {{rollover|1.05|Not present prior to 1.1.1|y}} + 0.15</code>
|-
|{{GameIcon|ssbu|20px}}||50 (42.02)||1.19×||0.15 (9/s)||0.08 (4.8/s)||37.5||3 frames||11 frames||<code>damage * 0.8 * mult + 2</code>||<code>(HP / 50) * 0.85 + 0.15</code>
|}


While shielding in ''[[Melee]]'', one can adjust the depression of the L or R button to alter the density of the shield. A light shield will cover a wider area and shrink more slowly than a dense shield, but the user will skid back a larger distance when hit. If one uses the Z button to shield, the shield will be maximum size, however this shield will take a bit longer to put up, as the character will try to grab first. Variable shield density was removed in later games, presumably because it can only be used with a GameCube Controller or the original Wii Classic Controller (no other controller has analog buttons).
===Shield pushback===
The formulas are used to calculate the initial amount of pushback, which is then decayed every frame by the character's [[traction]] value. From ''Brawl'' onward, attacker traction is multiplied by 1.1× until the pushback ends.


If a shield is fully raised and blocks an incoming attack during the first 4 [[frame]]s (3 in ''SSB4''), the attack will be [[powershield]]ed, resulting in the shield taking no damage. In ''Melee'', powershielding can also [[reflect]] projectiles back to opponents at half their usual damage during the first 2 frames, and in ''SSB4'', powershielding reduces shieldstun by 25% after the [[1.1.1]] patch. In ''Ultimate'', powershielding is instead done by dropping the shield some time after it is raised, with a window of 5 frames after the attack connects.
Worth noting is that while the defender's shield pushback has a cap in all games, the attacker's does not. As a result, if an attack that deals extremely high damage is shielded, the attacker can be pushed back with enough strength to be forced off the stage and get KO'd; the [[Kamikaze glitch]] is an example of such a scenario. In ''Ultimate'', presumably to protect against this, the damage increase applied by the use of [[Spirit]]s is not factored in to attacker pushback. In ''Melee'', attacker shield pushback can also cause the [[ceiling glitch]].


{|class="wikitable"
{|class="wikitable"
|+Shield statistics
!Game!!Defender shield pushback!!Attacker shield pushback!!Notes
|-
|-
!!!Max HP!!Damage taken!!Depletion per sec.!!Regeneration per sec.!!Reset when broken
|{{GameIcon|ssbm|20px}}||<code>(damage * 0.09 + 0.4) * shield</code>; 2 maximum||<code>damage * 0.07 + 0.02</code>||Damage is rounded down; shield factor is 0.6 for a normal shield, and 1 for a perfect shield
|-
|-
|''[[SSB64]]''||55||1.0x||3.75 (0.0625 per frame)||6 (0.1 per frame)||30
|{{GameIcon|ssbb|20px}}||<code>(damage * 0.069 + 0.4) * shield</code>; 1.6 maximum||rowspan=3|<code>damage * 0.04 + 0.025</code>||Damage is rounded down; shield factor is 1 for a normal shield, and 0.15 for a perfect shield
|-
|-
|''[[Melee]]''||60||0.7x*||16.8 (0.28 per frame)||4.2 (0.07 per frame)||30
|{{GameIcon|ssb4|20px}}||'''Prior to 1.1.1''': <code>(shieldstun + 2) * 0.18 * shield</code>; 1.8 maximum<br>'''1.1.1 onward''': <code>(shieldstun + 2) * 0.09 * shield</code>; 1.3 maximum||rowspan=2|Shieldstun is ''not'' rounded down; shield factor is 1 for a normal shield, and 0.15 for a perfect shield
|-
|-
|''[[Brawl]]''||50||0.7x*||16.8 (0.28 per frame)||4.2 (0.07 per frame)||30
|{{GameIcon|ssbu|20px}}||<code>(shieldstun + 1) * 0.09 * shield</code>; 1.3 maximum
|}
 
===Analog shield data (''Melee'' only)===
Several shield properties in ''Melee'' are altered if the L or R buttons are not fully pressed. Put in simple terms, lighter shields are larger and take longer to deplete, but take more damage, and increase the defender's shieldstun and pushback, while reducing the attacker's pushback. As a result, they are safer to use preemptively and can prevent [[shield stab]]bing much more reliably, but are significantly less effective for subsequent retaliation. This mechanic was dropped for ''Brawl'' due to Nintendo dropping support for analog buttons after the [[GameCube controller]] and has yet to return to the series.
 
In all formulas, '''s''' is an analog factor equal to <code>n / 140</code>, where '''n''' ranges between 43 and 140 depending on how much the L or R buttons are pressed. As a result, '''s''' can be as low as 0.30714 with the lightest possible shield, and caps at 1 with a full shield. Shielding with the Z button corresponds to <code>s = 0.35</code>, or <code>n = 49/140</code>.
 
{|class="wikitable"
!Attribute!!Formula!!Analog variable (a)!!Result with lightest possible shield
|-
|-
|''[[SSB4]]''||50||1.19x**||7.8 (0.13 per frame)||4.8 (0.08 per frame)||25
|Damage multiplier||<code>a + 0.7</code>||<code>0.2 * (1 - (s - 0.3) / 0.7)</code>||0.89796×
|-
|-
|''[[Ultimate]]''||50||1.19x**||9 (0.15 per frame)||4.8 (0.08 per frame)||37.5
|Size multiplier||<code>(HP * a / 60) * 0.85 + 0.15</code>||<code>1 - (0.5 * (s - 0.3) / 0.7)</code>||<code>(HP * 0.9949 / 60) * 0.85 + 0.15</code>
|-
|Depletion per frame||<code>(a + 0.1) * 0.14</code>||<code>1.9 * (s - 0.3) / 0.7</code>||0.0167132 (1.002792 per second)
|-
|Shieldstun||<code>(damage * (a + 0.3) * 1.5 + 2) * 200 / 201</code>||<code>0.65 * (1 - (s - 0.3) / 0.7)</code>||<code>(damage * 1.415055 + 2) * 200 / 201</code>
|-
|Defender shield pushback||<code>(damage * (a + 0.09) + 0.4) * shield</code>||<code>0.195 * (1 - (s - 0.3) / 0.7)</code>||<code>(damage * 0.283011 + 0.4) * shield</code>
|-
|Attacker shield pushback||<code>damage * a + 0.02</code>||<code>(s - 0.3) * 0.1</code>||<code>damage * 0.000714 + 0.02</code>
|}
|}
<small><nowiki>*</nowiki> Additional [[shield damage]] is ''not'' affected.</small>


<small><nowiki>**</nowiki> Additional shield damage ''is'' affected.</small>
===Summary===
 
*Before breaking, a shield with full HP can be held for up to 14.67 seconds in ''Smash 64'', 3.58 seconds in ''Melee'' (if fully dense), 2.98 seconds in ''Brawl'', 6.42 seconds in ''Smash 4'', and 5.56 seconds in ''Ultimate''. In ''Melee'', the lightest possible shield with full HP can be held for nearly a full minute before it breaks.
The comparatively strong shields in ''Smash 64'' may be tied into the reason as to why said game's [[throw]]s are rather powerful; having strong throws would discourage players from overusing their powerful shields. Furthermore, if an attack hits a shield in ''Smash 64'', any throws done out of a subsequent shield grab will only do half damage, reducing viable [[out of shield]] options. On the other hand, shields in ''SSB4'' are notoriously fragile, and can break very easily against moves with high shield damage such as [[Bowser Bomb]] or {{SSB4|Ganondorf}}'s [[up tilt]], which discourages their overuse unless the player can powershield precisely. However, shields in ''SSB4'' are also the second fastest at regenerating, and the second slowest at depleting when held, meaning that one does not have to wait as long before reusing their shield, and also does not have to worry about beginning to shield to block an incoming attack too early. ''Ultimate's'' shield health mechanics are largely unchanged, however shields now deplete slightly more quickly, discouraging excessively holding shield.
*A shield close to breaking takes 9.15 seconds to fully regenerate in ''Smash 64'', 14.22 seconds in ''Melee'', 11.84 seconds in ''Brawl'', and 10.39 seconds in ''Smash 4'' and ''Ultimate''.
*After a character's [[stun]] from a shield break ends, the shield is reset to 54.55% of its HP in ''Smash 64'', 50% in ''Melee'' and ''Smash 4'', 60% in ''Brawl'', and 75% in ''Ultimate''.
*''Smash 64'' shields are notoriously durable on their own, having the slowest depletion and fastest regeneration of all shields in the series. However, the game's extremely high shieldstun and quick grabs with exceptionally strong throws leaves them at a glaring disadvantage for direct retaliation, even allowing for [[shield break combo]]s from certain characters. Additionally, and only in this game, throws from a [[shield grab]] after shieldstun only deal half their usual damage, further reducing viable out of shield options.
*''Melee'' shields are the most durable in the series, with an effective 85.71 HP when fully dense (66.82 HP at their lightest). Alongside their significantly lower shieldstun than ''Smash 64'' shields, this gives characters more pronounced out of shield games, and makes shield breaks a rarity, with moves such as [[Shield Breaker]] necessitating a very high amount of shield damage to pull this off. However, due to their small size and fast depletion rate when fully dense, they are riskier to use and encourage different shield densities depending on the situation.
*''Brawl'' shields are usually considered the most effective in the series, due to their low shieldstun and shield drop lag allowing them to punish attacks very easily (further compounded by attacks being overall less advantageous than in previous games), as well as still being highly durable with a consistent and effective 71.43 HP, having less HP than a fully dense shield, but higher than the lightest shields. However, they also have the fastest depletion rate in the series, and can still be subjected to [[edge slipping]], discouraging their reckless overuse.
*''Smash 4'' shields have more favorable depletion and regeneration rates than ''Melee'' and ''Brawl''{{'}}s, alongside having less shield pushback and no longer being vulnerable to edge slipping. However, with an effective 42.02 HP (less than half of fully dense ''Melee'' shields), they are notoriously more fragile, making shield breaks from moves without additional shield damage fairly more common, to the point of even a few consecutive smash attacks being capable of breaking shields. As a result, their risk of use lies more in directly attempting to shield powerful attacks rather than simply holding them for too long.
*''Ultimate'' shields remain similar to ''Smash 4''{{'}}s, except they have a slightly faster depletion rate, longer shield drop lag, and increased startup on shield grabs after shieldstun, as well as generally taking more shieldstun from non-aerial physical attacks. This overall brings them to a more balanced state, being neither too disadvantaged against attacks like in ''Smash 64'', nor too safe of a punish option like in ''Brawl''.


==Shield breaking==
==Shield breaking==
[[File:BrokenShield-3DS.jpg|thumb|Mario holds down his shield, which will eventually cause a shield break.|300px]]
[[File:BrokenShield-3DS.jpg|thumb|Mario holds down his shield, which will eventually cause a shield break.|300px]]
Each [[character]] has a shield with a particular size and strength. With each hit inflicted within a period of time, the shield will diminish until it is broken. This results in the character being thrown into the air, and being stunned for a few moments after landing. Stun time is dependent on damage; characters with more damage will be stunned for less time. This phenomenon is known as a '''shield break'''.
Shields are larger the more health they have remaining, in addition to each character having their own shield size ratio. As the shield is raised and blocks attacks, it keeps diminishing until it breaks. This phenomenon is known as a '''shield break''', and results in the character being launched a distance upward (a [[shield jump]]), getting knocked down as they land, then being [[stun]]ned for some seconds after standing up. The stun duration is dependant on the victim's damage percent &ndash; the less damage they have, the longer it will last, with [[mashing]] accelerating this process to an extent. Any attack that causes a stunned fighter to [[flinch]] ends the stunned state.
 
The purpose of shields breaking and diminishing is, along with grabbing, to prevent players from protecting themselves indefinitely. Instead, as the shield gets smaller, a larger portion of the character's [[hurtbox]] is left vulnerable to attacks. Shield breaking is commonly done either by taking advantage of shieldstun to chain several attacks with little room for the opponent to escape, or by landing attacks that deal high enough shield damage, such as [[Marth]]'s [[Shield Breaker]] or throwing [[Mr. Saturn]]. Shield breaking is especially dangerous at the [[edge]] of a stage, as due to shield pushback from the move that broke the shield, the character can get pushed off and continue falling until they reach the bottom [[blast line]], leading to an inevitable KO.
 
[[Jigglypuff]] is affected more severely by shield breaking than any other character, as it is launched upward several hundred times farther than normal, which is more than enough to instantly KO Jigglypuff in any situation unless there is an overhead obstruction (in which case, it will helplessly keep trying to float up until several seconds have passed, the obstacle is removed, or Jigglypuff is smacked out of it). This has lead to some strategies involving shield breaking Jigglypuff to perform skips in [[speedrun]]s and some niche stalling strategies on certain stages by remaining in the air below a ceiling, essentially being unreachable for several seconds.


The purpose of a shield breaking is, along with grabbing, to prevent a player from staying in his or her shield indefinitely. Instead, the shield will get smaller and smaller, exposing more of the character to attack until either the character suffers a [[shield stab]] or the entire shield is depleted. Shield breaking moves are either ones that can be [[combo]]ed to prevent a character from rolling out or from dropping the shield without being hit or ones that deal enough shield damage to break the shield in one hit. Certain moves, like [[Marth]]'s fully charged [[Shield Breaker]], can break shields in one hit. Items like the [[Fan]] and [[Mr. Saturn]] are also very effective shield breakers.
In ''Melee'', having one's shield broken by an opponent rewards the player with [[List of bonuses|Shattered Shield]] bonus, worth &minus;1000 points, while breaking their own shield rewards them the Shield Stupidity bonus, worth &minus;2000 points. Breaking another opponent's shield rewards the character the Shield Buster bonus, worth 2500 points. All three of the bonuses can stack, and performing the required tasks multiple times proportionally increases their value.


If a character's shield breaks while at the very edge of a [[stage]], the possibility of the character being stunned until falling into a KO can occur. The knockback of some moves when breaking the shield transfers to the opponent, thus pushing the character with the broken shield off the edge.
Players who use [[Rosalina & Luma]] are still able to control Luma's attacks even if Rosalina is stunned from a shield break.


Players who use [[Jigglypuff]] should be especially careful about its shield breaking. Like other characters, if Jigglypuff's shield breaks, Jigglypuff will fly upward and then be stunned for a short period of time. However, Jigglypuff flies several hundred times farther upward than normal. This is more than enough to KO Jigglypuff, unless there is an overhead obstruction (in which case, it will helplessly keep trying to float up until several seconds have passed, the obstacle is removed, or Jigglypuff is smacked out of it).
==Characters with unique shields==
===[[Yoshi]]===
[[File:Yoshi Shield.png|200px|thumb|{{SSBB|Yoshi}}'s shield in ''[[Brawl]]''.]]
In all games, Yoshi is notorious for having a unique shield from every other character. Instead of using a bubble, he curls up inside a Yoshi Egg that does not shrink. Instead, as the shield weakens, the egg gradually acquires a darker tint until becoming completely black, similarly to the effect used by players' [[damage meter]]s as their percentage increases. This is generally an upgrade over other characters' shields, as it effectively renders Yoshi immune to [[shield stab]]bing (except in ''Brawl'', where a small part of his feet's hurtboxes still poke out of the shield), and eliminates the necessity of shifting the shield; however, it also has the disadvantage of his shield being easier to break, leading to a potentially more severe punish than if he merely got shield stabbed.


Players who use {{SSB4|Rosalina & Luma}} are still able to control Luma's attacks even if Rosalina is stunned from a shield break.
Depending on the game, Yoshi's shield also has several different properties from other characters' shields, both positive and negative.


==Options from the shield==
====In ''Smash 64''====
When holding their shield, characters do not have all the same options as they do while standing, but they are still able to use many moves. A character can [[roll]] to reposition themselves while retaining [[intangibility]]. From ''Melee'' onward, if a player predicts that the enemy will grab to penetrate their shield, they can quickly [[spot dodge]] to avoid the grab.
*{{buff|The initial 3-frame animation where Yoshi curls up into the shield grants him [[invincibility]], effectively giving him a short window to block attacks without any hitlag, shield damage, shieldstun, or shield pushback, and preventing him from being grabbed out of the shield right away. This technique is known as [[Parry (Yoshi)|parry]]ing, and allows Yoshi to punish attacks out of shield much more effectively, though it is also very precise.}}
*{{nerf|His shield drop lag is higher, with 15 frames instead of 11, hindering his ability to act out of shield if he fails to parry an attack.}}


Characters can also [[grab]] and [[jump]] out of their shield. Grabbing after blocking an attack is a prevalent technique known as [[shield grab]]bing—it allows one to quickly retaliate against an enemy attacker. Jumping from the shield allows characters to immediately [[SHFFL]], [[wavedash]] or [[jump-cancel]] into their [[up smash]] or [[up special move]]. All these offensive and defensive options make shielding the centerpiece to a player's defensive game. Characters can also simply drop their shield and use any attack afterwards, though this comes with the disadvantage of having to wait either 7 frames in ''Smash 64'', ''Brawl'', and ''Smash 4''<!--Needs verification for Smash 64-->, 11 frames in ''Ultimate'', or 15 frames in ''Melee'', while all other listed actions can be done instantly out of the shield. In ''Ultimate'', jump-cancelling out of shield for up smash or up special moves is no longer necessary, though the control stick must still be flicked upwards for up special moves to come out of shield. In ''Smash 4'', one's shield cannot be dropped until the shield has been up for 11 frames.
====In ''Melee''====
*{{buff|Yoshi is invincible during the first 6 shield frames, and can drop the shield after 7 frames, slightly faster than other characters' 8 frames. However, his shield still comes out immediately with an analog L/R press, or in 3 frames with a digital press, and takes priority over his hurtboxes, reducing the utility of parrying compared to ''Smash 64''.}}
*{{buff|Yoshi's shield takes no shieldstun, allowing him to act out immediately after hitlag.}}
*{{nerf|He cannot [[jump]] out of shield, except during the first 6 shield frames with a digital press, which alongside his slow grab severely limits his ability to punish attacks opportunely.}}
*{{change|He uses a different shield pushback formula, corresponding to <code>damage * a + 0.4</code>, with '''a''' being determined by <code>0.3 * (1 - (s - 0.3) / 0.7)</code>. As a result, he slides much farther away than other characters with a light shield, but only a small distance independent of damage taken with a full shield, giving him a different dynamic against shield pressure.}}
*{{change|Yoshi's [[powershield]] behaves unusually. Due to his shield not being immediately active with a digital L/R press, his initial window for powershielding physical attacks is shorter; however, he is capable of "storing" the powershield if he acts out of its 4-frame window, allowing him to powershield a physical attack (but not projectiles) during any portion of a subsequent shield, provided he doesn't reset the count with another digital L/R press.}}


Similar to the [[dash-cancel]], characters can activate their shield while dashing, resulting in a short slide from the momentum. A character can also dash toward an opponent, feigning a rush, and then shield; the opponent may fall for the feint and try to retaliate, leaving him or her open to the rusher's real attack. In ''Smash 64'' and ''Brawl'', a technique known as [[dashing shield]] allows characters to conserve more forward momentum when shielding.
====In ''Brawl''====
*{{buff|Yoshi takes one frame less to drop his shield after putting it up, with 6 frames instead of 7.}}
*{{nerf|His shield drop lag is considerably higher, remaining at 15 frames instead of being reduced to 7 frames like every other veteran's.}}
*{{nerf|He cannot jump out of shield altogether (unlike in ''Melee'', where he still had a short window to do so), nor [[glide toss]]. Combined with his higher shield drop lag, and no longer being immune to shieldstun, Yoshi's shield in ''Brawl'' and his resulting defensive game is considerably worse than the rest of the cast's.}}


[[Greninja]]'s [[Shadow Sneak]] can be used while shielding, but the shield will be turned off when doing so.
====In ''Smash 4''====
*{{buff|Yoshi takes less time to drop his shield after putting it up, with 8 frames instead of 11.}}
*{{nerf|Unlike in previous games, Yoshi is unable to [[shield platform drop]], being the only character with this distinction.}}


==Character-specific==
In ''Ultimate'', due to the changes to shield time and the removal of shield platform dropping, Yoshi's shield no longer has practical differences from the rest other than its fixed size, making it generally more advantageous.
===Yoshi's shield===
[[File:Yoshi Shield.png|200px|thumb|Yoshi's shield in ''[[Brawl]]''.]]
[[Yoshi]] has a different shield from that of other characters'. Instead of using a bubble, he uses an egg for protection. This egg does not shrink, preventing any attempts at shield stabbing. Instead, as it weakens, the egg darkens from white to dark red (similar to the colour of the percentage meters), or, from ''Brawl'' onwards, gradually gets darker (due to eggs coming in multiple colors, including red). This however is a double-edged sword for Yoshi: because it doesn't shrink, a damaged shield is just as easy to hit as an undamaged one, and as such could be broken more easily in some situations. The egg prevents Yoshi from jumping out of his shield in ''Melee'' and ''Brawl'', [[glide toss]]ing in ''Brawl'', and [[shield platform dropping]] in ''SSB4''. When lightshielding in ''Melee'', Yoshi will slide a huge distance when attacked (possibly across the entire stage). Also, Yoshi has been known to randomly [[perfect shield]] (not completely understood, but may have something to do with the egg remaining full size), and is also invincible during his shielding animation. Given the fact that Yoshi cannot jump out of his shield in ''Melee'' and ''Brawl'', in addition to his shieldgrab being slow, his out of shield game is much more limited than the rest of the cast, resulting in much more difficulty dealing with shield pressure. This is significantly toned down in ''SSB4'', although he now lacks the option to shield drop through platforms.


===Jigglypuff's shield===
===[[Jigglypuff]]===
Despite having a very large shield compared to its size, Jigglypuff's shield can cause catastrophic effects for the user if broken. Its leap—the force it is sent upwards with if its shield breaks—is equivalent to taking 300 units of vertical [[knockback]] (936.8391 units in ''SSB4''), which is more than enough to OHKO if there's no overhead obstruction. If nothing else stops it, Jigglypuff will [[self-destruct]]. This phenomenon is known as the [[Shield Jump]] and it can be helpful in some areas such as the [[Brinstar Escape Shaft]] in ''Melee'''s [[Adventure Mode]] and [[The Glacial Peak]] in the [[Subspace Emissary]].
[[File:Jigglypuff Shield Break.gif|thumb|200px|[[Jigglypuff]]'s shield break.]]
While Jigglypuff uses the same bubble shield as other characters, its [[shield jump]] in all games is uniquely more punishing. The force Jigglypuff is sent upwards with if its shield breaks is equivalent to taking 300 units of vertical [[knockback]], which is more than enough to cause it to [[self-destruct]] on every stage if there is no overhead obstacle. However, this can also be useful for certain situations in single-player modes, such as the [[Brinstar Escape Shaft]] in ''Melee''{{'}}s [[Adventure Mode]] and [[The Glacial Peak]] in the [[Subspace Emissary]].


===Inkling's shield===
===Unique actions out of shield===
Some of {{SSBU|Inkling}}'s attacks consume ink, and are either weaker or completely unusable when ink runs out. The Ink Tank can be refilled by pressing and holding the special button while shielding. Inkling enters a unique animation, which involves changing into squid form and recharging ink from the ground. However, during this animation, Inkling is vulnerable to attacks, albeit with a hurtbox that is half of the usual height. Otherwise, Inkling’s shield functions just like any other shield.
In ''Ultimate'', while {{SSBU|Inkling}} and {{SSBU|Steve}}'s shields are identical to other characters', they have access to unique actions by pressing the special move button while shielding. Inkling changes into squid form and refills her [[Ink Tank]] from the ground, then changes back to normal after completely refilling the Ink Tank or if the button is released. On the other hand, Steve summons his [[Craft]]ing Table to his current location, at the cost of some materials. This aids both characters with their respective [[Fighter ability|fighter abilities]], allowing Inkling to regain ink for attacks that utilize it, and Steve to use his Crafting mechanic more conveniently. However, these actions cause them to leave the shield and thus become vulnerable to attacks, although Inkling still has a reduced hurtbox size while recharging ink, while Steve can act 7 frames after summoning a crafting table, effectively giving him a faster shield drop than other characters at the cost of materials and the ability to parry.


===Steve's shield===
Since these actions are performed with the special move button, Inkling and Steve players can only use the "shield shift lock" feature by holding multiple shield buttons or a side taunt input. Oddly enough, this also applies to {{SSBU|Snake}}, despite him having no unique shield actions.
Similarly to Inkling, if the special button is pressed while shielding, Steve will summon his Crafting Table to his current location. This allows him to make use of his [[Craft]] mechanic from anywhere on the stage, preventing opponents from camping by the Crafting Table's default location.


==Origin==
==Origin==
[[Image:MirrorKirbyReflectGuard.gif|thumb|The shield of Kirby's Mirror ability.]]
[[File:MirrorKirbyReflectGuard.gif|thumb|The shield of Kirby's Mirror ability.]]
The concept of blocking attacks is a standard amongst the fighting game genre. In traditional fighting games, blocking involves characters bracing against attacks (such as by holding up their arms), which typically prevents the character from flinching or being affected by any of the attack's effects or gimmicks. Blocked attacks may still deal minimal damage referred to as "chip damage" depending on the game and/or type of attack blocked (normally applies to damaging special moves), and blocking too many attacks can break the character's guard and leave them vulnerable. Many fighting games require players to choose between blocking high or low attacks and do not allow players to block grabs or attacks from behind.
The concept of blocking attacks is a standard amongst the fighting game genre. In traditional fighting games, blocking involves characters bracing against attacks (such as by holding up their arms), which typically prevents the character from flinching or being affected by any of the attack's effects or gimmicks. Blocked attacks may still deal minimal damage referred to as "chip damage" depending on the game and/or type of attack blocked (normally applies to damaging special moves), and blocking too many attacks can break the character's guard and leave them vulnerable. Many fighting games require players to choose between blocking high or low attacks and do not allow players to block grabs or attacks from behind.


In ''[[Kirby Super Star]]'', [[Kirby]] is capable of blocking attacks in a way reminiscent of most traditional fighting games—protecting him from flinching or losing his ability while still dealing minor damage if the attack is strong enough—though he automatically guards from all directions. In addition, if Kirby has the Mirror ability, guarding produces a multi-colored bubble around his body that blocks all non-grab attacks without chip damage and is even capable of reflecting certain projectiles. It is this bubble that appears to be the inspiration for the shield bubble in the [[Super Smash Bros. (series)|''Super Smash Bros.'' series]]. The ''Smash Bros.'' bubble would later make an appearance in Kirby's {{s|wikirby|Smash Bros}} ability in ''{{s|wikirby|Kirby: Planet Robobot}}'', functioning identically to that of the Mirror ability.
In ''[[Kirby Super Star]]'', [[Kirby]] is capable of blocking attacks in a way reminiscent of most traditional fighting games—protecting him from flinching or losing his ability while still dealing minor damage if the attack is strong enough—though he automatically guards from all directions. In addition, if Kirby has the Mirror ability, guarding produces a multi-colored bubble around his body that blocks all non-grab attacks without chip damage and is even capable of reflecting certain projectiles. It is this bubble that appears to be the inspiration for the shield bubble in the ''{{b|Super Smash Bros.|series}}'' series. The ''Smash Bros.'' bubble would later make an appearance in Kirby's {{s|wikirby|Smash Bros}} ability in ''{{s|wikirby|Kirby: Planet Robobot}}'', functioning identically to that of the Mirror ability.


Yoshi's shield design, on the other hand, is possibly based on an occurrence in ''{{s|supermariowiki|Super Mario World 2: Yoshi's Island}}''. When {{s|supermariowiki|Baby Mario}} grabs a [[Super Star]] and starts running around, Yoshi follows by hiding in an egg and becoming part of his egg trail. The duo is invincible during this time. The shield may also be based on Yoshi becoming invincible once swallowing a {{s|supermariowiki|Turbo Tulip}} in ''{{s|supermariowiki|Yoshi's Story}}'', although that is generally attributed to the [[Egg Roll]] instead. It is unknown why Yoshi is the only character to have a unique shield.
Yoshi's shield design, on the other hand, is possibly based on an occurrence in ''{{s|supermariowiki|Super Mario World 2: Yoshi's Island}}''. When {{s|supermariowiki|Baby Mario}} grabs a [[Super Star]] and starts running around, Yoshi follows by hiding in an egg and becoming part of his egg trail. The duo is invincible during this time. The shield may also be based on Yoshi becoming invincible once swallowing a {{s|supermariowiki|Turbo Tulip}} in ''{{s|supermariowiki|Yoshi's Story}}'', although that is generally attributed to the [[Egg Roll]] instead.


Inkling's animation when charging [[ink]], when pressing the special button while shielding is based on the refilling ink animation from ''Splatoon'' and ''Splatoon 2''.
Inkling's method of refilling ink is derived from [[Splatoon (universe)|their home series]], where the player's ink can be refilled by turning into squid form and diving into ink of the same color. In these games, turning into squid form is mapped to the{{button|Switch|ZL}}button; the [[ZL button|ZL]] and [[ZR button]]s shield by default in ''Super Smash Bros. Ultimate''.


==Gallery==
==Gallery==
Line 109: Line 184:
Shield.jpg|{{SSBB|Zero Suit Samus}} shields to defend herself against {{SSBB|Snake}}'s attack.
Shield.jpg|{{SSBB|Zero Suit Samus}} shields to defend herself against {{SSBB|Snake}}'s attack.
MarioShielding-3DS.jpg|{{SSB4|Mario}} puts up his shield to block {{SSB4|Bowser}}'s attack.
MarioShielding-3DS.jpg|{{SSB4|Mario}} puts up his shield to block {{SSB4|Bowser}}'s attack.
SSBUWebsiteMiiFighter6.jpg|{{SSBU|Mii Fighter}}s shielding in ''Ultimate''.
</gallery>
</gallery>
==Trivia==
*If the [[Shadow]] [[Assist Trophy]] freezes a character while shielding, the shield will remain up until being unfrozen. Shield decay does not trigger, though it shrinks after being hit as normal. If the frozen character's shield is broken, they will immediately be unfrozen and receive the shield break effect as normal, temporarily disabling the background caused by Shadow before it quickly returns.


==See also==
==See also==

Revision as of 17:44, February 4, 2024

For other uses of "shield", see Shield (disambiguation).
"Shield break" redirects here. For Marth's and Lucina's neutral special move, see Shield Breaker.

A shield (known as Guard internally) is a bubble of energy that encircles the user. A shield protects the user from a majority of attacks; more specifically, any that are not grabs or determined to be unblockable (including Final Smashes, but not limited to them). The shield is raised by pressing a certain button, which is by default:

General properties

Shielding can only be done on the ground; pressing a shield button in midair produces an air dodge instead, or has no effect in the original Super Smash Bros. Shields cannot be held indefinitely; they shrink as time passes and break if held for too long, popping the user up and knocking them down on the ground before stunning them. Blocking attacks accelerates shield depletion relative to the amount of shield damage the attack has. Shields automatically replenish when not in use.

Mii Fighters shielding in Ultimate, showing the different shield colors per player.

Beginning in Super Smash Bros. Melee, shields match the players' colors; they are red, blue, yellow, and green respectively for players 1 to 4, while CPUs always have a gray shield. In team battles, human players' shield colors instead match their team colors, except if team attack is turned on in Super Smash Bros. Brawl and Super Smash Bros. 4 (Brawl also incorrectly gives green team members a yellow shield). In Smash 64, the shield colors are always red, green, blue, and gray for players 1 to 4, including CPUs and even in team battles; incidentally, these were the colors used for the players in the game's prototype, Dragon King. In Super Smash Bros. for Wii U, with the introduction of 8-Player Smash, players 5 to 8 have orange, cyan, purple, and slate shields, respectively. Super Smash Bros. Ultimate changes players 7 and 8's shield colors to pink and purple, respectively.

In all games to date, shields come out on the very first frame a shield input is recognized by the game. This makes them extremely fast and reliable for defense, as very few attacks come out as equally fast, and many attacks can be easily punished after being shielded. Due to this characteristic, simply approaching an opponent in a rushed way with a move like a dash attack — a common mistake among new players to the series — is usually an unviable tactic; the player is instead encouraged to win the neutral game by getting in close more strategically, being aware of the different options their opponent has, then attack when they are unable to put up their shields, often by forcing them to commit mistakes or bypassing the shield with a move such as a grab. However, shields in all games are still subject to display lag, meaning they will not be activated at the exact same moment the player presses the shield button; this often causes the impression that an attack was not shielded even though the button was pressed.

As aesthetic indicators, when a shield blocks an attack, it briefly glows and displays a circular graphic in the spot the attack was blocked, alongside a sound effect for blocking. In Brawl and Smash 4, a bit of the shield can be seen visually shattering as well, with pieces flying away, whereas in Ultimate, the shield acquires a checkered texture resembling static.

Options from the shield

When holding their shield, characters' options are generally much more restricted to compensate for their ability to negate most attacks. If the control stick is tilted slightly, the shield can be shifted to help block attacks from specific directions. If it is tilted faster, the shield is instead canceled into a roll with a horizontal tilt, a jump with an upward tilt (if tap jump is turned on), and from Melee onward, a spot dodge with a downward tilt. In all games except Ultimate, characters can also drop through soft platforms while shielding. These options allow characters to leave the shield quickly, reposition themselves while obtaining some intangibility, or quickly retaliate against an attack, such as an opponent attempting to grab them out of the shield. In Ultimate, if the player holds the special move button, more than one shield button, or (oddly enough) a side taunt input while shielding, these options are disabled, allowing players to shift their shield without accidentally becoming vulnerable.

In all games, grabbing and jumping are other possible options out of shield. Since a grab input in the Smash series is coded as a simultaneous shield and attack input, grabbing can simply be done by pressing the attack button while shielding, and is generally the most basic way of punishing opponents out of shield, known as shield grabbing. Jumping out of shield, on the other hand, grants several more options, allowing characters to immediately use their aerial attacks (including SHFFLing in Melee), wavedash, or jump cancel into their up smash or up special. All these options make shielding the centerpiece to a player's defensive game. Characters can also simply drop their shield and use any attack afterwards, though this causes a short inactionable period, usually known as shield drop lag, while all other listed actions can be done instantly out of the shield. In Ultimate, up smashes and up specials can be performed out of shield without the need of jump canceling, allowing players with tap jump turned off to use them more easily.

While in hitlag from shielding an attack, characters can perform a weaker variant of smash directional influence known as shield SDI, allowing them to adjust their distance from the opponent in order to mitigate shield pressure or facilitate a subsequent punish. Characters can also shield out of a run (but not their initial dash), with a short slide forward due to the remaining momentum, which is useful for faking approaches. In Smash 64 and Brawl, a technique known as dashing shield allows characters to conserve more forward momentum when shielding.

Greninja's Shadow Sneak can be used while shielding, but the shield is turned off when doing so.

Technical details

The difference between Mario's fully dense shield and lightest shield in Melee.
  • Though shields block most attacks without fail and come out instantly, their shrinking causes them to not always cover the character's entire damageable hurtbox. As a result, the user can still be vulnerable to shield stabbing.
  • For hitbox detection purposes, shields are considered both grounded and aerial, so they can be struck even by hitboxes that can only hit aerial opponents (which would otherwise be impossible to shield). If a move has two sets of ground-only and aerial-only hitboxes occupying the same space, such as Samus' up tilt from Melee onward (which deals 13% to grounded opponents and meteor smashes them, but deals 12% to aerial opponents and launches them diagonally), the hitboxes with the lowest ID hit the shield (in the aforementioned example, the ground-only ones).
  • When the shield is hit by an attack, both the attacker and defender experience hitlag as usual, then the defender undergoes an inactionable period known as shieldstun, analogously to hitstun. Shieldstun is generally determined by the shielded attack's damage output, though several other factors can alter it in later games. Hitting a shield also creates shield pushback for the defender and (to a lesser extent) the attacker, separating them to a larger degree the more damage the shielded attack deals; this can even push the shielder off an edge and cause edge slipping, except in Smash 4 and Ultimate.
  • If a projectile just barely grazes the outside of a shield (similarly to glancing blows), the projectile is deflected at an angle instead of blocked. Unlike reflection, this does not change its ownership.
  • Certain attacks have increased shield damage, meaning that they deal more damage to shields than to other targets. An example is the Fan, which can instantly break a shield with a forward smash. Conversely, some attacks have negative shield damage, and thus deal less damage to shields; this is used by certain strong attacks in Smash 64, such as the Hammer, and by most projectiles in Ultimate from version 3.0.0 onward.
  • From Melee onward, blocking an attack right as the shield is raised (with the window depending on the game) triggers a perfect shield, causing the shield to take no damage, reduced pushback (except in Melee), and allowing the character to bypass shield drop lag with any action. In Melee, a portion of this window can also reflect projectiles at half their previous damage. In Ultimate, perfect shielding is instead done by dropping the shield, with a window of 5 frames.
  • In Melee only, the L or R button's depression amount can alter the density of the shield, which is known as light shielding. A light shield covers a wider area and shrinks more slowly than a dense shield, but causes more shieldstun and pushback to the user if hit. Holding the Z button to shield (after the character grabs, or if held after another action's ending lag) produces a shield close to the lightest possible amount. Variable shield density was removed in later games, presumably due to other controllers lacking analog buttons, and is the only mechanic in the entire Smash series to utilize analog triggers.

Shield statistics

In all games from Melee onward, the amount of health a shield loses when hit by an attack is multiplied by a constant. This constant reduces incoming damage in Melee and Brawl, and conversely increases it in Smash 4 and Ultimate, effectively giving the shield more or less HP than its specified amount. Additional shield damage is also affected by this constant, but not shieldstun or shield pushback.

General

  • For maximum HP, the first value lists the raw amount, while the value in parenthesis lists the approximate effective amount with the damage multiplier accounted for.
  • For shield depletion and regeneration, the first value lists the HP lost/regained per frame, while the value in parenthesis lists it per second (for example, 0.1 HP per frame equals 6 HP per second).
  • For the shieldstun formula, the damage used is the base amount the attack would deal if not shielded, and the result is rounded down in all games except the Japanese version of Smash 64, where it is rounded up.
  • Melee statistics only apply to a fully dense shield; analog shield data is listed in more detail in a separate section below.
Data.png This article or section may require additional technical data.
The editor who added this tag elaborates: Smash 64 size and pushback data
You can discuss this issue on the talk page or edit this page to improve it.
Game Maximum HP Damage multiplier Depletion Regeneration HP after shield break Shield time before drop Shield drop lag Shieldstun Size multiplier
Super Smash Bros. 55 (55) 0.0625 (3.75/s) 0.1 (6/s) 30 3 frames 11 frames Japanese: damage * 1.75 + 3
International: damage * 1.62 + 4
?
Super Smash Bros. Melee 60 (85.71) 0.7× 0.28 (16.8/s) 0.07 (4.2/s) 30 8 frames 15 frames (damage * 0.45 + 2) * 200 / 201 (HP * 0.5 / 60) * 0.85 + 0.15
Super Smash Bros. Brawl 50 (71.43) 0.7× 0.28 (16.8/s) 0.07 (4.2/s) 30 7 frames 7 frames damage * 0.345 (HP / 50) * 0.85 + 0.15
Super Smash Bros. 4 50 (42.02) 1.19× 0.13 (7.8/s) 0.08 (4.8/s) 25 13 frames (prior to 1.1.4)
11 frames (1.1.4 onward)
7 frames INT(d * 1.3 + 2) * 0.3 (prior to 1.1.1)
damage * 0.58 * mult + 2 (1.1.1 onward)
(HP / 50) * 0.85 * 1.05 + 0.15
Super Smash Bros. Ultimate 50 (42.02) 1.19× 0.15 (9/s) 0.08 (4.8/s) 37.5 3 frames 11 frames damage * 0.8 * mult + 2 (HP / 50) * 0.85 + 0.15

Shield pushback

The formulas are used to calculate the initial amount of pushback, which is then decayed every frame by the character's traction value. From Brawl onward, attacker traction is multiplied by 1.1× until the pushback ends.

Worth noting is that while the defender's shield pushback has a cap in all games, the attacker's does not. As a result, if an attack that deals extremely high damage is shielded, the attacker can be pushed back with enough strength to be forced off the stage and get KO'd; the Kamikaze glitch is an example of such a scenario. In Ultimate, presumably to protect against this, the damage increase applied by the use of Spirits is not factored in to attacker pushback. In Melee, attacker shield pushback can also cause the ceiling glitch.

Game Defender shield pushback Attacker shield pushback Notes
Super Smash Bros. Melee (damage * 0.09 + 0.4) * shield; 2 maximum damage * 0.07 + 0.02 Damage is rounded down; shield factor is 0.6 for a normal shield, and 1 for a perfect shield
Super Smash Bros. Brawl (damage * 0.069 + 0.4) * shield; 1.6 maximum damage * 0.04 + 0.025 Damage is rounded down; shield factor is 1 for a normal shield, and 0.15 for a perfect shield
Super Smash Bros. 4 Prior to 1.1.1: (shieldstun + 2) * 0.18 * shield; 1.8 maximum
1.1.1 onward: (shieldstun + 2) * 0.09 * shield; 1.3 maximum
Shieldstun is not rounded down; shield factor is 1 for a normal shield, and 0.15 for a perfect shield
Super Smash Bros. Ultimate (shieldstun + 1) * 0.09 * shield; 1.3 maximum

Analog shield data (Melee only)

Several shield properties in Melee are altered if the L or R buttons are not fully pressed. Put in simple terms, lighter shields are larger and take longer to deplete, but take more damage, and increase the defender's shieldstun and pushback, while reducing the attacker's pushback. As a result, they are safer to use preemptively and can prevent shield stabbing much more reliably, but are significantly less effective for subsequent retaliation. This mechanic was dropped for Brawl due to Nintendo dropping support for analog buttons after the GameCube controller and has yet to return to the series.

In all formulas, s is an analog factor equal to n / 140, where n ranges between 43 and 140 depending on how much the L or R buttons are pressed. As a result, s can be as low as 0.30714 with the lightest possible shield, and caps at 1 with a full shield. Shielding with the Z button corresponds to s = 0.35, or n = 49/140.

Attribute Formula Analog variable (a) Result with lightest possible shield
Damage multiplier a + 0.7 0.2 * (1 - (s - 0.3) / 0.7) 0.89796×
Size multiplier (HP * a / 60) * 0.85 + 0.15 1 - (0.5 * (s - 0.3) / 0.7) (HP * 0.9949 / 60) * 0.85 + 0.15
Depletion per frame (a + 0.1) * 0.14 1.9 * (s - 0.3) / 0.7 0.0167132 (1.002792 per second)
Shieldstun (damage * (a + 0.3) * 1.5 + 2) * 200 / 201 0.65 * (1 - (s - 0.3) / 0.7) (damage * 1.415055 + 2) * 200 / 201
Defender shield pushback (damage * (a + 0.09) + 0.4) * shield 0.195 * (1 - (s - 0.3) / 0.7) (damage * 0.283011 + 0.4) * shield
Attacker shield pushback damage * a + 0.02 (s - 0.3) * 0.1 damage * 0.000714 + 0.02

Summary

  • Before breaking, a shield with full HP can be held for up to 14.67 seconds in Smash 64, 3.58 seconds in Melee (if fully dense), 2.98 seconds in Brawl, 6.42 seconds in Smash 4, and 5.56 seconds in Ultimate. In Melee, the lightest possible shield with full HP can be held for nearly a full minute before it breaks.
  • A shield close to breaking takes 9.15 seconds to fully regenerate in Smash 64, 14.22 seconds in Melee, 11.84 seconds in Brawl, and 10.39 seconds in Smash 4 and Ultimate.
  • After a character's stun from a shield break ends, the shield is reset to 54.55% of its HP in Smash 64, 50% in Melee and Smash 4, 60% in Brawl, and 75% in Ultimate.
  • Smash 64 shields are notoriously durable on their own, having the slowest depletion and fastest regeneration of all shields in the series. However, the game's extremely high shieldstun and quick grabs with exceptionally strong throws leaves them at a glaring disadvantage for direct retaliation, even allowing for shield break combos from certain characters. Additionally, and only in this game, throws from a shield grab after shieldstun only deal half their usual damage, further reducing viable out of shield options.
  • Melee shields are the most durable in the series, with an effective 85.71 HP when fully dense (66.82 HP at their lightest). Alongside their significantly lower shieldstun than Smash 64 shields, this gives characters more pronounced out of shield games, and makes shield breaks a rarity, with moves such as Shield Breaker necessitating a very high amount of shield damage to pull this off. However, due to their small size and fast depletion rate when fully dense, they are riskier to use and encourage different shield densities depending on the situation.
  • Brawl shields are usually considered the most effective in the series, due to their low shieldstun and shield drop lag allowing them to punish attacks very easily (further compounded by attacks being overall less advantageous than in previous games), as well as still being highly durable with a consistent and effective 71.43 HP, having less HP than a fully dense shield, but higher than the lightest shields. However, they also have the fastest depletion rate in the series, and can still be subjected to edge slipping, discouraging their reckless overuse.
  • Smash 4 shields have more favorable depletion and regeneration rates than Melee and Brawl's, alongside having less shield pushback and no longer being vulnerable to edge slipping. However, with an effective 42.02 HP (less than half of fully dense Melee shields), they are notoriously more fragile, making shield breaks from moves without additional shield damage fairly more common, to the point of even a few consecutive smash attacks being capable of breaking shields. As a result, their risk of use lies more in directly attempting to shield powerful attacks rather than simply holding them for too long.
  • Ultimate shields remain similar to Smash 4's, except they have a slightly faster depletion rate, longer shield drop lag, and increased startup on shield grabs after shieldstun, as well as generally taking more shieldstun from non-aerial physical attacks. This overall brings them to a more balanced state, being neither too disadvantaged against attacks like in Smash 64, nor too safe of a punish option like in Brawl.

Shield breaking

Mario holds down his shield, which will eventually cause a shield break.

Shields are larger the more health they have remaining, in addition to each character having their own shield size ratio. As the shield is raised and blocks attacks, it keeps diminishing until it breaks. This phenomenon is known as a shield break, and results in the character being launched a distance upward (a shield jump), getting knocked down as they land, then being stunned for some seconds after standing up. The stun duration is dependant on the victim's damage percent – the less damage they have, the longer it will last, with mashing accelerating this process to an extent. Any attack that causes a stunned fighter to flinch ends the stunned state.

The purpose of shields breaking and diminishing is, along with grabbing, to prevent players from protecting themselves indefinitely. Instead, as the shield gets smaller, a larger portion of the character's hurtbox is left vulnerable to attacks. Shield breaking is commonly done either by taking advantage of shieldstun to chain several attacks with little room for the opponent to escape, or by landing attacks that deal high enough shield damage, such as Marth's Shield Breaker or throwing Mr. Saturn. Shield breaking is especially dangerous at the edge of a stage, as due to shield pushback from the move that broke the shield, the character can get pushed off and continue falling until they reach the bottom blast line, leading to an inevitable KO.

Jigglypuff is affected more severely by shield breaking than any other character, as it is launched upward several hundred times farther than normal, which is more than enough to instantly KO Jigglypuff in any situation unless there is an overhead obstruction (in which case, it will helplessly keep trying to float up until several seconds have passed, the obstacle is removed, or Jigglypuff is smacked out of it). This has lead to some strategies involving shield breaking Jigglypuff to perform skips in speedruns and some niche stalling strategies on certain stages by remaining in the air below a ceiling, essentially being unreachable for several seconds.

In Melee, having one's shield broken by an opponent rewards the player with Shattered Shield bonus, worth −1000 points, while breaking their own shield rewards them the Shield Stupidity bonus, worth −2000 points. Breaking another opponent's shield rewards the character the Shield Buster bonus, worth 2500 points. All three of the bonuses can stack, and performing the required tasks multiple times proportionally increases their value.

Players who use Rosalina & Luma are still able to control Luma's attacks even if Rosalina is stunned from a shield break.

Characters with unique shields

Yoshi

Yoshi's shield in Brawl.

In all games, Yoshi is notorious for having a unique shield from every other character. Instead of using a bubble, he curls up inside a Yoshi Egg that does not shrink. Instead, as the shield weakens, the egg gradually acquires a darker tint until becoming completely black, similarly to the effect used by players' damage meters as their percentage increases. This is generally an upgrade over other characters' shields, as it effectively renders Yoshi immune to shield stabbing (except in Brawl, where a small part of his feet's hurtboxes still poke out of the shield), and eliminates the necessity of shifting the shield; however, it also has the disadvantage of his shield being easier to break, leading to a potentially more severe punish than if he merely got shield stabbed.

Depending on the game, Yoshi's shield also has several different properties from other characters' shields, both positive and negative.

In Smash 64

  • Buff The initial 3-frame animation where Yoshi curls up into the shield grants him invincibility, effectively giving him a short window to block attacks without any hitlag, shield damage, shieldstun, or shield pushback, and preventing him from being grabbed out of the shield right away. This technique is known as parrying, and allows Yoshi to punish attacks out of shield much more effectively, though it is also very precise.
  • Nerf His shield drop lag is higher, with 15 frames instead of 11, hindering his ability to act out of shield if he fails to parry an attack.

In Melee

  • Buff Yoshi is invincible during the first 6 shield frames, and can drop the shield after 7 frames, slightly faster than other characters' 8 frames. However, his shield still comes out immediately with an analog L/R press, or in 3 frames with a digital press, and takes priority over his hurtboxes, reducing the utility of parrying compared to Smash 64.
  • Buff Yoshi's shield takes no shieldstun, allowing him to act out immediately after hitlag.
  • Nerf He cannot jump out of shield, except during the first 6 shield frames with a digital press, which alongside his slow grab severely limits his ability to punish attacks opportunely.
  • Change He uses a different shield pushback formula, corresponding to damage * a + 0.4, with a being determined by 0.3 * (1 - (s - 0.3) / 0.7). As a result, he slides much farther away than other characters with a light shield, but only a small distance independent of damage taken with a full shield, giving him a different dynamic against shield pressure.
  • Change Yoshi's powershield behaves unusually. Due to his shield not being immediately active with a digital L/R press, his initial window for powershielding physical attacks is shorter; however, he is capable of "storing" the powershield if he acts out of its 4-frame window, allowing him to powershield a physical attack (but not projectiles) during any portion of a subsequent shield, provided he doesn't reset the count with another digital L/R press.

In Brawl

  • Buff Yoshi takes one frame less to drop his shield after putting it up, with 6 frames instead of 7.
  • Nerf His shield drop lag is considerably higher, remaining at 15 frames instead of being reduced to 7 frames like every other veteran's.
  • Nerf He cannot jump out of shield altogether (unlike in Melee, where he still had a short window to do so), nor glide toss. Combined with his higher shield drop lag, and no longer being immune to shieldstun, Yoshi's shield in Brawl and his resulting defensive game is considerably worse than the rest of the cast's.

In Smash 4

  • Buff Yoshi takes less time to drop his shield after putting it up, with 8 frames instead of 11.
  • Nerf Unlike in previous games, Yoshi is unable to shield platform drop, being the only character with this distinction.

In Ultimate, due to the changes to shield time and the removal of shield platform dropping, Yoshi's shield no longer has practical differences from the rest other than its fixed size, making it generally more advantageous.

Jigglypuff

Jigglypuff's shield break.

While Jigglypuff uses the same bubble shield as other characters, its shield jump in all games is uniquely more punishing. The force Jigglypuff is sent upwards with if its shield breaks is equivalent to taking 300 units of vertical knockback, which is more than enough to cause it to self-destruct on every stage if there is no overhead obstacle. However, this can also be useful for certain situations in single-player modes, such as the Brinstar Escape Shaft in Melee's Adventure Mode and The Glacial Peak in the Subspace Emissary.

Unique actions out of shield

In Ultimate, while Inkling and Steve's shields are identical to other characters', they have access to unique actions by pressing the special move button while shielding. Inkling changes into squid form and refills her Ink Tank from the ground, then changes back to normal after completely refilling the Ink Tank or if the button is released. On the other hand, Steve summons his Crafting Table to his current location, at the cost of some materials. This aids both characters with their respective fighter abilities, allowing Inkling to regain ink for attacks that utilize it, and Steve to use his Crafting mechanic more conveniently. However, these actions cause them to leave the shield and thus become vulnerable to attacks, although Inkling still has a reduced hurtbox size while recharging ink, while Steve can act 7 frames after summoning a crafting table, effectively giving him a faster shield drop than other characters at the cost of materials and the ability to parry.

Since these actions are performed with the special move button, Inkling and Steve players can only use the "shield shift lock" feature by holding multiple shield buttons or a side taunt input. Oddly enough, this also applies to Snake, despite him having no unique shield actions.

Origin

The shield of Kirby's Mirror ability.

The concept of blocking attacks is a standard amongst the fighting game genre. In traditional fighting games, blocking involves characters bracing against attacks (such as by holding up their arms), which typically prevents the character from flinching or being affected by any of the attack's effects or gimmicks. Blocked attacks may still deal minimal damage referred to as "chip damage" depending on the game and/or type of attack blocked (normally applies to damaging special moves), and blocking too many attacks can break the character's guard and leave them vulnerable. Many fighting games require players to choose between blocking high or low attacks and do not allow players to block grabs or attacks from behind.

In Kirby Super Star, Kirby is capable of blocking attacks in a way reminiscent of most traditional fighting games—protecting him from flinching or losing his ability while still dealing minor damage if the attack is strong enough—though he automatically guards from all directions. In addition, if Kirby has the Mirror ability, guarding produces a multi-colored bubble around his body that blocks all non-grab attacks without chip damage and is even capable of reflecting certain projectiles. It is this bubble that appears to be the inspiration for the shield bubble in the Super Smash Bros. series. The Smash Bros. bubble would later make an appearance in Kirby's Smash Bros ability in Kirby: Planet Robobot, functioning identically to that of the Mirror ability.

Yoshi's shield design, on the other hand, is possibly based on an occurrence in Super Mario World 2: Yoshi's Island. When Baby Mario grabs a Super Star and starts running around, Yoshi follows by hiding in an egg and becoming part of his egg trail. The duo is invincible during this time. The shield may also be based on Yoshi becoming invincible once swallowing a Turbo Tulip in Yoshi's Story, although that is generally attributed to the Egg Roll instead.

Inkling's method of refilling ink is derived from their home series, where the player's ink can be refilled by turning into squid form and diving into ink of the same color. In these games, turning into squid form is mapped to theZLbutton; the ZL and ZR buttons shield by default in Super Smash Bros. Ultimate.

Gallery

Trivia

  • If the Shadow Assist Trophy freezes a character while shielding, the shield will remain up until being unfrozen. Shield decay does not trigger, though it shrinks after being hit as normal. If the frozen character's shield is broken, they will immediately be unfrozen and receive the shield break effect as normal, temporarily disabling the background caused by Shadow before it quickly returns.

See also