Perfect shield: Difference between revisions

Changed usage of the term powershield tho perfect shield for Brawl onwards, but kept it as powershield for the Melee part.
(→‎In Super Smash Bros. Ultimate: Powershielding multiple attackers)
(Changed usage of the term powershield tho perfect shield for Brawl onwards, but kept it as powershield for the Melee part.)
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A '''powershield''' ({{ja|ジャストシールド|Jasuto shīrudo}}, '''Just shield''') (officially called '''perfect shield''' in ''Brawl'' onward) is a technique where one activates a full [[shield]] 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 the shield. If done correctly, the [[character]] takes no [[shield damage]] (or [[shieldstun]] if a projectile was powershielded) and may immediately perform a counterattack while the attacker is stuck in [[hitlag]]. The powershield technique in ''[[Melee]]'', ''[[Brawl]]'', ''[[SSB4]]'' 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 '''powershield''' ({{ja|ジャストシールド|Jasuto shīrudo}}, '''Just shield''') (officially called '''perfect shield''' in ''Brawl'' onward) is a technique where one activates a full [[shield]] 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 the shield. If done correctly, the [[character]] takes no [[shield damage]] (or [[shieldstun]] if a projectile was powershielded) and may immediately perform a counterattack while the attacker is stuck in [[hitlag]]. The powershield technique in ''[[Melee]]'', ''[[Brawl]]'', ''[[SSB4]]'' 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.


Powershielding up through ''SSB4'' is done by quickly and fully depressing a shield button four frames before an attack connects. If done correctly, there will be a significant flash on the shield and a distinctive "chlink" sound (with the exception of ''SSB4'', where a softer sound plays instead). Because it is technically a shield, it is ineffective against [[grab]]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 in this way retain the ownership of the character that threw them. In ''Brawl'' and ''SSB4'', powershielding merely redirects projectiles at an angle without changing their ownership.
Powershielding up through ''SSB4'' is done by quickly and fully depressing a shield button four frames before an attack connects. If done correctly, there will be a significant flash on the shield and a distinctive "chlink" sound (with the exception of ''SSB4'', where a softer sound plays instead). Because it is technically a shield, it is ineffective against [[grab]]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 in this way retain the ownership of the character that threw them. In ''Brawl'' and ''SSB4'', perfect shielding merely redirects projectiles at an angle without changing their ownership.


In ''Ultimate'' the method has been reversed; after a shield has already been raised, powershielding is done by releasing the shield button immediately before an attack connects. If performed correctly the defending character will flash. ''Both'' characters will enter [[hitlag]], but the defending character is still able to recover much quicker for a counterattack.
In ''Ultimate'' the method has been reversed; after a shield has already been raised, perfect shielding is done by releasing the shield button immediately before an attack connects. If performed correctly the defending character will flash. ''Both'' characters will enter [[hitlag]], but the defending character is still able to recover much quicker for a counterattack.


[[CPU]] players, especially level 9s, use this technique a lot to reflect projectiles in ''Melee'' and against any incoming attack in ''Brawl'' and ''SSB4''. Human players don't use it as much simply because of the reaction times and precision usually required, and as such, it often comes as a surprise and can momentarily disrupt a match. However, it has been made easier to take advantage of in ''Brawl'' and ''SSB4'' than in ''Melee'' due to the ability to drop one's shield twice as fast. At high level play, powershielding in ''Melee'' can be used to reflect a wave of incoming projectiles such as Falco's laser, to punish [[camping]].  
[[CPU]] players, especially level 9s, use this technique a lot to reflect projectiles in ''Melee'' and against any incoming attack in ''Brawl'' and ''SSB4''. Human players don't use it as much simply because of the reaction times and precision usually required, and as such, it often comes as a surprise and can momentarily disrupt a match. However, it has been made easier to take advantage of in ''Brawl'' and ''SSB4'' than in ''Melee'' due to the ability to drop one's shield twice as fast. At high level play, powershielding in ''Melee'' can be used to reflect a wave of incoming projectiles such as Falco's laser, to punish [[camping]].  
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==In ''[[Super Smash Bros. Brawl]]''==
==In ''[[Super Smash Bros. Brawl]]''==
[[File:Perfect Shield.png|thumb|{{SSBB|Bowser}} perfect shielding an attack in ''Brawl'', creating a collision bubble where it was blocked.]]
[[File:Perfect Shield.png|thumb|{{SSBB|Bowser}} perfect shielding an attack in ''Brawl'', creating a collision bubble where it was blocked.]]
The ability to powershield returns in ''Brawl'', working similar to ''Melee'', with a few notable differences. One major change is that powershielding no longer reflects projectiles; should a projectile connect during powershield frames, they will rebound off the shield at an angle instead of rebounding back towards the owner of the projectile. A projectile that bounces off a character's shield can no longer affect that character unless it's a multi-hit attack. Additionally, powershielding a melee attack now incurs decreased shieldstun and no shield pushback. Lastly, a clear "clang" sound occurs when a powershield is executed.
The ability to powershield returns in ''Brawl'', now officially known as a '''perfect shield'''. It works similar to ''Melee'', but with a few notable differences. One major change is that powershielding no longer reflects projectiles; should a projectile connect during powershield frames, they will rebound off the shield at an angle instead of rebounding back towards the owner of the projectile. A projectile that bounces off a character's shield can no longer affect that character unless it's a multi-hit attack. Additionally, powershielding a melee attack now incurs decreased shieldstun and no shield pushback. Lastly, a clear "clang" sound occurs when a powershield is executed.
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==In ''[[Super Smash Bros. 4]]''==
==In ''[[Super Smash Bros. 4]]''==
[[File:Mario powershields a Fast Capsule.JPG|thumb|{{SSB4|Mario}} powershielding {{SSB4|Dr. Mario}}'s [[Fast Capsule]].]]
[[File:Mario powershields a Fast Capsule.JPG|thumb|{{SSB4|Mario}} perfect shielding {{SSB4|Dr. Mario}}'s [[Fast Capsule]].]]
In ''Smash 4'', powershielding initially worked the exact same way as in ''Brawl''. As of update [[1.1.1]], however, its action time was reduced from 4 frames to 3 frames, making it more difficult to perform, though this is compensated by powershielding now reducing shieldstun (which has been made much higher by the update) by 25%, making it more rewarding when executed effectively. Powershielding in ''Smash 4'' also produces a quieter sound effect than in ''Brawl''; {{SSB4|Ryu}} is an exception to this, as he instead uses a unique powershield sound effect based on the parry in ''Street Fighter III''.
In ''Smash 4'', perfect shielding initially worked the exact same way as in ''Brawl''. As of update [[1.1.1]], however, its action time was reduced from 4 frames to 3 frames, making it more difficult to perform, though this is compensated by perfect shielding now reducing shieldstun (which has been made much higher by the update) by 25%, making it more rewarding when executed effectively. Perfect shielding in ''Smash 4'' also produces a quieter sound effect than in ''Brawl''; {{SSB4|Ryu}} is an exception to this, as he instead uses a unique perfect shield sound effect based on the parry in ''Street Fighter III''.
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==In ''[[Super Smash Bros. Ultimate]]''==
==In ''[[Super Smash Bros. Ultimate]]''==
[[File:PerfectShieldUltimate.gif|thumb|{{SSBU|Mario}} powershielding the third hit of {{SSBU|Young Link}}'s [[neutral attack]].]]
[[File:PerfectShieldUltimate.gif|thumb|{{SSBU|Mario}} perfect shielding the third hit of {{SSBU|Young Link}}'s [[neutral attack]].]]
Powershielding in ''Super Smash Bros. Ultimate'' functions completely differently than in previous games. It now requires the player to ''release'' the shield button when an attack connects against their shield, instead of the other way around. Additionally, powershielding in ''Smash Bros. Ultimate'' is significantly more dramatic, pausing the screen and causing it to flash while the powershielder's eyes glow. Powershielding an attack from different attackers causes the user to powershield multiple times from a single parry. Each character also performs a new animation upon successfully powershielding, similar to Ryu's parry animation from ''Smash 4''. {{SSBU|Ryu}} keeps his unique sound effect and now shares it with {{SSBU|Ken}}.
Perfect shielding in ''Super Smash Bros. Ultimate'' functions completely differently than in previous games. It now requires the player to ''release'' the shield button when an attack connects against their shield, instead of the other way around, essentially functioning as a parry. Additionally, perfect shielding in ''Smash Bros. Ultimate'' is significantly more dramatic, pausing the screen and causing it to flash while the perfect shielder's eyes glow. Perfect shielding an attack from different attackers causes the user to perfect shield multiple times from a single parry. Each character also performs a new animation upon successfully perfect shielding, similar to Ryu's parry animation from ''Smash 4''. {{SSBU|Ryu}} keeps his unique sound effect and now shares it with {{SSBU|Ken}}.
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