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Shieldstun: Difference between revisions

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[[Image:Shield.jpg|right|thumb|{{SSBB|Zero Suit Samus}} currently in shieldstun from {{SSBB|Snake}}'s jab.]]
[[Image:Shield.jpg|right|thumb|{{SSBB|Zero Suit Samus}} currently in shieldstun from {{SSBB|Snake}}'s jab.]]


'''Shieldstun''' is a game mechanic that can be observed when a player's [[shield]] is hit. Upon being struck while shielding, the struck character will undergo an effect similar to that of [[hitstun]], in addition to some [[freeze frame]]s. While the attacker experiences the normal freeze frames of the move, they do not undergo shieldstun, allowing them to move again before their opponent can. During the period of shieldstun, the shielding player cannot perform any of their normal [[out of shield]] options, rendering them stuck. It is possible, however, to buffer an out of shield action using the [[C-Stick]] while in shieldstun: Tilting the C-Stick up will buffer a [[jump]], to the side will buffer a [[roll]], and down will buffer a [[spot dodge]]. The action will execute on the first frame possible. In ''Melee'', the formula for frames of shieldstun is (X + 4.45)/2.235) rounded down, where X is the amount of [[damage]] the attack would deal if it was unshielded. Additionally, [[shield damage]] the move may possess is not factored into this formula.
'''Shieldstun''' is a game mechanic that locks characters in [[shield]] after they are hit. Characters struck while shielding will undergo an inactionable period comparable to [[hitstun]], in addition to the normal [[hitlag]]. While the attacker still experiences the hitlag of the move, they do not undergo shieldstun, allowing them to move again before their opponent can if the ending lag of the attack is low. During the period of shieldstun, the shielding player cannot perform any of their normal [[out of shield]] options, rendering them stuck. It is possible, however, to buffer an out of shield action using the [[C-Stick]] while in shieldstun: tilting the C-Stick up will buffer a [[jump]], tilting to the side will buffer a [[roll]], and tilting down will buffer a [[spot dodge]]. The action will execute on the first frame possible: the frame shieldstun ends. Many multiple hit moves that hit rapidly (such as [[Fox]]'s or [[Yoshi]]'s [[down aerial]]s) hit fast enough to keep an opponent in shieldstun for the duration of the move, as a each hit lands while the opponent is still in shieldstun from the previous hit.  


With the inability to [[jump]], [[grab]], or [[roll]] out of their shield, the player in shieldstun is susceptible to another hit or a grab. Though it is rare, this can sometimes be abused to the point of breaking a player's shield, as with Fox's and Falco's [[pillaring]] [[combo]]s or other [[shield break combo]]. However, it is more likely to see this used to [[bait]] out and [[punish]] a roll. Many multiple hit moves that hit rapidly (such as [[Fox]]'s or [[Yoshi]]'s [[down aerial]]s) hit fast enough to keep an opponent in shieldstun for the duration of the move, as a each hit lands while the opponent is still in shieldstun from the last hit. These moves can lead into a grab upon landing if performed correctly.  
With the inability to jump, grab, or roll out of their shield, the player in shieldstun is very susceptible to another hit or a grab. Though it is rare, this can sometimes be used to the point of breaking a player's shield, as with {{SSBM|Fox}}'s and {{SSBM|Falco}}'s [[pillaring]] [[combo]]s. A combo meant to lock an opponent in shield until their shield breaks is known as a [[shield break combo]]. However, outside of ''Smash 64'', these combos are not perfect. All other combos on shield have gaps in shieldstun. Thus, the goal of shield combos in ''Melee'' is rarely to outright break shields: it is far more likely an attempt at causing a [[shield poke]], or to [[bait]] and [[punish]] a roll or grab. Still, since gaps in shieldstun must exist it is necessary to [[mixup]] where and for how long these gaps fall. Doing so covers different out of shield options that the defending player might want to use. As an example, a [[double shine]] covers the grab-sized-gap that is normally left after a [[waveshine]] or a jump out of [[shine]] into an [[aerial]], and grants the attacker the hit they were looking for.
 
==Shieldstun between games==
In ''Smash 64'', shieldstun is extremely high. When hit on shield, the majority of moves (especially aerials) leave the defending player in such a long period of shieldstun, that another hit is nearly always guaranteed. This makes shield break combos easier and far more frequent. Some moves, such as {{SSB|Kirby}}'s [[up tilt]], are notorious for breaking shields on their own with repeated use.
 
In ''Melee'', shieldstun duration in general was reduced. The formula for frames of shieldstun in ''Melee'' is (X + 4.45)/2.235 rounded down, where X is the amount of [[damage]] the attack would deal if it was unshielded ([[shield damage]] dealt by the move is not factored into this formula). This amount of shieldstun, while heavily reduced, is still sufficient to leave smart and quick attackers at an advantage. Many moves are unsafe on shield, and it is possible for defending players to capitalize on such hits. But many moves, especially certain aerials, are still safe. Pressuring an opponent's shield is challenging and risky, but highly rewarding. Often, despite a move merely breaking even on shield, or even being a few frames negative, the attacker will still have an advantage. Options out of shield, especially movement, are so limited that good spacing or quick [[dash dancing]] out of lag allow the attacker to safely pressure despite frame disadvantage.
 
In ''Brawl'', shieldstun was further reduced. Very few, if any attacks on shield are safe. Combined with the lowered time to drop shield, this meant that hitting shields in Brawl put attackers in a very vulnerable position.
 
In ''Smash 4'', shieldstun was yet again reduced, to the point of near-nonexistence. Shield drop time was also lowered once more. This swiftness in shields is partially mitigated by a large reduction in shield health, however. Ironically, this means that in the Smash game with the least amount of shieldstun, shield breaks are once again somewhat common.  


[[Category:Game mechanics]]
[[Category:Game mechanics]]

Revision as of 07:18, August 4, 2015

Zero Suit Samus currently in shieldstun from Snake's jab.

Shieldstun is a game mechanic that locks characters in shield after they are hit. Characters struck while shielding will undergo an inactionable period comparable to hitstun, in addition to the normal hitlag. While the attacker still experiences the hitlag of the move, they do not undergo shieldstun, allowing them to move again before their opponent can if the ending lag of the attack is low. During the period of shieldstun, the shielding player cannot perform any of their normal out of shield options, rendering them stuck. It is possible, however, to buffer an out of shield action using the C-Stick while in shieldstun: tilting the C-Stick up will buffer a jump, tilting to the side will buffer a roll, and tilting down will buffer a spot dodge. The action will execute on the first frame possible: the frame shieldstun ends. Many multiple hit moves that hit rapidly (such as Fox's or Yoshi's down aerials) hit fast enough to keep an opponent in shieldstun for the duration of the move, as a each hit lands while the opponent is still in shieldstun from the previous hit.

With the inability to jump, grab, or roll out of their shield, the player in shieldstun is very susceptible to another hit or a grab. Though it is rare, this can sometimes be used to the point of breaking a player's shield, as with Fox's and Falco's pillaring combos. A combo meant to lock an opponent in shield until their shield breaks is known as a shield break combo. However, outside of Smash 64, these combos are not perfect. All other combos on shield have gaps in shieldstun. Thus, the goal of shield combos in Melee is rarely to outright break shields: it is far more likely an attempt at causing a shield poke, or to bait and punish a roll or grab. Still, since gaps in shieldstun must exist it is necessary to mixup where and for how long these gaps fall. Doing so covers different out of shield options that the defending player might want to use. As an example, a double shine covers the grab-sized-gap that is normally left after a waveshine or a jump out of shine into an aerial, and grants the attacker the hit they were looking for.

Shieldstun between games

In Smash 64, shieldstun is extremely high. When hit on shield, the majority of moves (especially aerials) leave the defending player in such a long period of shieldstun, that another hit is nearly always guaranteed. This makes shield break combos easier and far more frequent. Some moves, such as Kirby's up tilt, are notorious for breaking shields on their own with repeated use.

In Melee, shieldstun duration in general was reduced. The formula for frames of shieldstun in Melee is (X + 4.45)/2.235 rounded down, where X is the amount of damage the attack would deal if it was unshielded (shield damage dealt by the move is not factored into this formula). This amount of shieldstun, while heavily reduced, is still sufficient to leave smart and quick attackers at an advantage. Many moves are unsafe on shield, and it is possible for defending players to capitalize on such hits. But many moves, especially certain aerials, are still safe. Pressuring an opponent's shield is challenging and risky, but highly rewarding. Often, despite a move merely breaking even on shield, or even being a few frames negative, the attacker will still have an advantage. Options out of shield, especially movement, are so limited that good spacing or quick dash dancing out of lag allow the attacker to safely pressure despite frame disadvantage.

In Brawl, shieldstun was further reduced. Very few, if any attacks on shield are safe. Combined with the lowered time to drop shield, this meant that hitting shields in Brawl put attackers in a very vulnerable position.

In Smash 4, shieldstun was yet again reduced, to the point of near-nonexistence. Shield drop time was also lowered once more. This swiftness in shields is partially mitigated by a large reduction in shield health, however. Ironically, this means that in the Smash game with the least amount of shieldstun, shield breaks are once again somewhat common.