Shieldstun: Difference between revisions

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==In ''[[Super Smash Bros. Melee]]''==
==In ''[[Super Smash Bros. Melee]]''==
In ''Melee'', shieldstun duration in general was reduced. A large difference from other ''Smash'' games is the introduction of analog shielding. The analog shield level used when blocking affects shieldstun: the lighter the shield, the more shieldstun the blocker suffers. The formula for shieldstun frames in ''Melee'' is <code>200 / 201 * (((d * (a + 0.3)) * 1.5) + 2)</code> rounded down, where the values correspond to the following:
In ''Melee'', shieldstun duration in general was reduced. A large difference from other ''Smash'' games is the introduction of analog shielding. The analog shield level used when blocking affects shieldstun: the lighter the shield, the more shieldstun the blocker suffers. The formula for shieldstun frames in ''Melee'' is <code>200 / 201 * (((d * (a + 0.3)) * 1.5) + 2)</code> rounded down, where the values correspond to the following:
*'''d''' is the amount of [[damage]] the attack would deal if not shielded, rounded down.
*'''d''' is the base [[damage]] of the attack, rounded down. Usually that corresponds to the [[damage]] the attack would deal if not shielded. However, many thrown items deal additional damage on hit based on the speed of the item, and that extra damage doesn't contribute to shieldstun.
*'''a''' is <code>0.65 * (1 - ((s - 0.3) / 0.7))</code>, where '''s''' describes the analog shield level used, and is equal to <code>n / 140</code>, with '''n''' ranging between 43 and 140 depending on how much the shield button is pressed.<ref>https://smashboards.com/threads/official-ask-anyone-frame-things-thread.313889/page-28#post-20577303</ref> 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>.  
*'''a''' is <code>0.65 * (1 - ((s - 0.3) / 0.7))</code>, where '''s''' describes the analog shield level used, and is equal to <code>n / 140</code>, with '''n''' ranging between 43 and 140 depending on how much the shield button is pressed.<ref>https://smashboards.com/threads/official-ask-anyone-frame-things-thread.313889/page-28#post-20577303</ref> 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>.  
**The general formula can be approximately simplified to <code>d * 0.45 + 2</code> for a full press, and <code>d * 1.925 + 2</code> for the lightest press, resulting in a significant difference. For example, an attack that deals 13% damage will inflict 7 frames of shieldstun with a full shield, and 27 frames with the lightest possible shield.
**The general formula can be approximately simplified to <code>d * 0.45 + 1.99</code> for a full press, and <code>d * 1.4 + 2</code> for the lightest press, resulting in a significant difference. For example, an attack that deals 13% damage will inflict 7 frames of shieldstun with a full shield, and 20 frames with the lightest possible shield.


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.
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.
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While ''Melee'' generally has no input [[buffer]]ing, it is possible to buffer out of shield options by holding the C-stick during shieldstun. The character will then jump, roll, or spot dodge on the first frame after they leave shieldstun, depending on the direction held.
While ''Melee'' generally has no input [[buffer]]ing, it is possible to buffer out of shield options by holding the C-stick during shieldstun. The character will then jump, roll, or spot dodge on the first frame after they leave shieldstun, depending on the direction held.


{{SSBM|Yoshi}} is a notable exception to these rules. While he cannot jump out of shield in this iteration, he suffers no shieldstun whatsoever, which combined with the other unique properties of his shield, gives his shield game a very different dynamic to the rest of the cast.
{{SSBM|Yoshi}} is a notable exception to these rules. While he cannot jump out of shield in this iteration outside digital shield startup, he suffers minimal or no shieldstun, which combined with the other unique properties of his shield, gives his shield game a very different dynamic to the rest of the cast. Yoshi only receives shieldstun when blocking during any of his first 4 shield startup frames, and in those cases suffers an amount of shieldstun equal to <code>5 - shield frame# </code>.


==In ''[[Super Smash Bros. Brawl]]''==
==In ''[[Super Smash Bros. Brawl]]''==