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(Correct SSBU's jumpsquat data: Kazuya uniquely has a 7-frame jumpsquat) |
(Explained the frame data in Ultimate of cancelling shield drop vs directly out of shield) |
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This concept is not exclusive to the ''Smash Bros.'' series as it also applies to any other traditional fighting game. The main difference between ''Smash Bros.'' and other fighting games however is that in other fighting games, the player has access to their entire moveset immediately after blocking while in ''Smash'', the player has restrictions on what they can do due to how shields work (except after [[perfect shield]]ing). | This concept is not exclusive to the ''Smash Bros.'' series as it also applies to any other traditional fighting game. The main difference between ''Smash Bros.'' and other fighting games however is that in other fighting games, the player has access to their entire moveset immediately after blocking while in ''Smash'', the player has restrictions on what they can do due to how shields work (except after [[perfect shield]]ing). | ||
Some actions can cancel the shield drop animation, and some actions may be done without dropping shield at all. In ''Ultimate'', the 11 frames of shield drop may be cancelled at any time by an [[Up special move|up special]], [[Up smash|up smash]], or jump. Up special, up smash, and jump may also be done directly out of shield, without dropping shield at all. A [[Grab|grab]] may also be performed without dropping shield at all (known as a [[Shield grab|shield grab]]), but ''cannot'' cancel the 11 frames of shield drop. Thus, if a player wishes to grab to punish OoS, they must input grab ''while'' they are still shielding. | |||
==Examples of OoS moves== | ==Examples of OoS moves== |
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