Perfect shield: Difference between revisions

 
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[[File:Peach Powershield Laser.gif|thumb|220px|In ''Melee'', during the first two frames of shield activation, powershielding will reflect any projectile, even ones that have already been powershielded.]]
[[File:Peach Powershield Laser.gif|thumb|220px|In ''Melee'', during the first two frames of shield activation, powershielding will reflect any projectile, even ones that have already been powershielded.]]
A '''perfect shield''' ({{ja|ジャストシールド|Jasuto shīrudo}}, '''Just shield''') (officially called the '''Power Shield''' in ''Melee'') is a technique introduced in ''Melee'' where one activates a full [[shield]] (or drops their shield as of ''Ultimate'') such that it connects with an incoming [[attack]] on the first few frames. In order for the technique to be executed, one must rely on timing and skill. When the opponent is ready to strike, the player must quickly use their shield. If done correctly, the [[character]] takes no [[shield damage]] and they can immediately perform any action when dropping their shield without having to wait for their drop shield animation to end (alternatively known as [[powershield canceling]] in games prior to ''Ultimate''). The powershield technique in ''[[Melee]]'', ''[[Brawl]]'', ''[[Smash 4]]'', and ''[[Ultimate]]'' is comparable to a parry in traditional fighting games, as it results in little to no knockback and freezes the opponent for a couple frames.
A '''perfect shield''' ({{ja|ジャストシールド|Jasuto shīrudo}}, '''Just shield''') (officially called the '''Power Shield''' in ''Melee'') is a technique introduced in ''Melee'' where one activates a full [[shield]] (or drops their shield as of ''Ultimate'') such that it connects with an incoming [[attack]] on the first few frames. In order for the technique to be executed, one must rely on timing and skill. When the opponent is ready to strike, the player must quickly use their shield. If done correctly, the [[character]] takes no [[shield damage]] and they can immediately perform any action when dropping their shield without having to wait for their drop shield animation to end (alternatively known as [[powershield canceling]] in games prior to ''Ultimate''). The perfect shield technique in ''[[Melee]]'', ''[[Brawl]]'', ''[[Smash 4]]'', and ''[[Ultimate]]'' is comparable to a parry in traditional fighting games, as it results in little to no knockback and freezes the opponent for a couple frames.


Perfect shielding up until ''Smash 4'' is done by quickly pressing the shield button as an attack is about to connect (the exact window to perfect shield depends on the game). If done correctly, there will be a significant flash on the shield and a distinctive "chlink" sound. Because it is technically a shield, it is ineffective against [[grab]]s and [[unblockable attack]]s. In ''Melee'', powershielding can [[reflect]] [[projectile]]s during the first two frames, although they deal half their usual damage (unlike other reflectors, which increase their damage), and [[Poké Ball]]s reflected this way retain the ownership of the character that threw them. In ''Brawl'' and ''Smash 4'', perfect shielding merely redirects projectiles at an angle without changing their ownership.
Perfect shielding up until ''Smash 4'' is done by quickly pressing the shield button as an attack is about to connect (the exact window to perfect shield depends on the game). If done correctly, there will be a significant flash on the shield and a distinctive "chlink" sound. Because it is technically a shield, it is ineffective against [[grab]]s and [[unblockable attack]]s. In ''Melee'', powershielding can [[reflect]] [[projectile]]s during the first two frames, although they deal half their usual damage (unlike other reflectors, which increase their damage), and [[Poké Ball]]s reflected this way retain the ownership of the character that threw them. In ''Brawl'' and ''Smash 4'', perfect shielding merely redirects projectiles at an angle without changing their ownership.
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When powershielding an attack, the shielding player once again goes through the same hitlag and shieldstun as if they shielded a move normally and they once again gain access to powershield canceling once they drop their shield. Powershield canceling has the same benefits as ''Melee'' (albeit to a lesser extent compared to regular shield due to the drop shield animation being sped up to 7 frames) but powershield canceling itself has seen a positive change. In ''Melee'', the player had a one frame delay before they could perform a powershield canceled attack but in ''Brawl'', this one frame of delay has been removed, allowing the player instant access to their entire moveset. This speeds up powershield canceled punishes even further, allowing for more punishment opportunities.  
When powershielding an attack, the shielding player once again goes through the same hitlag and shieldstun as if they shielded a move normally and they once again gain access to powershield canceling once they drop their shield. Powershield canceling has the same benefits as ''Melee'' (albeit to a lesser extent compared to regular shield due to the drop shield animation being sped up to 7 frames) but powershield canceling itself has seen a positive change. In ''Melee'', the player had a one frame delay before they could perform a powershield canceled attack but in ''Brawl'', this one frame of delay has been removed, allowing the player instant access to their entire moveset. This speeds up powershield canceled punishes even further, allowing for more punishment opportunities.  


The player is capable of buffering their desired powershield cancel punish to punish as soon as possible but in order to do so, the player has to let go of shield during shieldstun. The player can buffer their attack during the universal 10 frame buffer window but they have to let go of shield during shieldstun in order for the buffered input to go through. Letting go of shield too early will result in the buffered input not going through and letting go too late will naturally result in the player keeping their shield up. Due to Brawl's low or even non existent shieldstun depending on the attack used, this means that buffering a powershield cancel punish is very strict despite the game's otherwise generous buffer window. A powershield cancel forward smash and down smash also have to be buffered in order to be performed on the first possible frame. If the player tries to manually forward/down smash powershield cancel on the first possible frame, the player will roll or spot dodge respectively. These options can be done manually but without buffering, they have to be delayed in order to avoid rolling/spot dodging. Once again, as powershielding does not reduce shieldstun, non powershield canceled punishes are still the same speed as they would be when shielding regularly.
The player is capable of buffering their desired powershield cancel punish to punish as soon as possible but in order to do so, the player has to let go of shield during shieldstun. The player can buffer their attack during the universal 10 frame buffer window but they have to let go of shield during shieldstun in order for the buffered input to go through. Letting go of shield too early will result in the buffered input not going through and letting go too late will naturally result in the player keeping their shield up. Due to Brawl's low or even non existent shieldstun depending on the attack used, this means that buffering a powershield cancel punish is very strict despite the game's otherwise generous buffer window. A powershield cancel forward smash and down smash also have to be buffered in order to be performed on the first possible frame. If the player tries to manually forward/down smash powershield cancel on the first possible frame, the player will roll or spot dodge respectively. These options can be done manually but without buffering, they have to be delayed in order to avoid rolling/spot dodging. Once again, as powershielding does not reduce shieldstun, non powershield canceled punishes are still the same speed as they would be when shielding regularly (grabs, up smashes/up specials and aerials).


Perfect shielding projectiles has also significantly changed. One significant change is that perfect shielding no longer reflects projectiles; should a projectile connect during perfect shield frames, it will either disappear or rebound off the shield at an angle instead of back in the direction it came from. A projectile that bounces off a character's shield can no longer affect that character unless it is a multi-hit attack. Powershield also no longer removes shieldstun from projectiles with the player going through the same shieldstun as if they shielded a projectile normally. This overall makes powershielding a less powerful option against projectiles, especially in comparison to regularly shielding. However, the window to powershield projectiles has been increased to 3 frames and the player can now powershield cancel after powershielding a projectile, giving the player better punishment opportunities against close range projectiles in particular.  
Perfect shielding projectiles has also significantly changed. One significant change is that perfect shielding no longer reflects projectiles; should a projectile connect during perfect shield frames, it will either disappear or rebound off the shield at an angle instead of back in the direction it came from. A projectile that bounces off a character's shield can no longer affect that character unless it is a multi-hit attack. Powershield also no longer removes shieldstun from projectiles with the player going through the same shieldstun as if they shielded a projectile normally. This overall makes powershielding a less powerful option against projectiles, especially in comparison to regularly shielding. However, the window to powershield projectiles has been increased to 3 frames and the player can now powershield cancel after powershielding a projectile, giving the player better punishment opportunities against close range projectiles in particular.  
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