Out of shield: Difference between revisions
→Examples of OoS moves
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:*[[Mr. Game & Watch]]'s [[Fire]] is a useful OoS option in every game. In ''Melee'', it is a frame 2 OoS option, making it the fastest OoS option not only in ''Melee'', but in the entire series. This allows Mr. Game & Watch to punish moves that would be completely safe against any other character. In ''Brawl'' and ''SSB4'', it does not come out until frame 9. However, Mr. Game & Watch now uses a parachute after using the move and he gains intangibility while jumping up, making it a great option to escape pressure. The move is most effective in ''Ultimate'', however, where it not only retains the added benefits it received in ''Brawl'', but has once again become an extremely effective attack out of shield due to its newly-added frame 3 hitbox with decent horizontal range, which hits on both sides and can be comboed directly into Mr. Game & Watch's own aerials. | :*[[Mr. Game & Watch]]'s [[Fire]] is a useful OoS option in every game. In ''Melee'', it is a frame 2 OoS option, making it the fastest OoS option not only in ''Melee'', but in the entire series. This allows Mr. Game & Watch to punish moves that would be completely safe against any other character. In ''Brawl'' and ''SSB4'', it does not come out until frame 9. However, Mr. Game & Watch now uses a parachute after using the move and he gains intangibility while jumping up, making it a great option to escape pressure. The move is most effective in ''Ultimate'', however, where it not only retains the added benefits it received in ''Brawl'', but has once again become an extremely effective attack out of shield due to its newly-added frame 3 hitbox with decent horizontal range, which hits on both sides and can be comboed directly into Mr. Game & Watch's own aerials. | ||
:*{{SSBU|Chrom}}'s [[Soaring Slash]] possesses immense range on the first hit and impressive damage output should all of its hits connect, which makes it an extremely effective out of shield option. The move's frame 10 startup is its biggest weakness, however, which can limit its usage against moves that are -9 or better on shield. | :*{{SSBU|Chrom}}'s [[Soaring Slash]] possesses immense range on the first hit and impressive damage output should all of its hits connect, which makes it an extremely effective out of shield option. The move's frame 10 startup is its biggest weakness, however, which can limit its usage against moves that are -9 or better on shield. | ||
:*{{SSBU|Cloud}}'s [[Climhazzard]] is a potent out-of-shield option good at punishing rolling opponents. It is an amazing tool at escaping up-close pressure, and is capable of KO'ing opponents at mid-to-high percentages. The move is even more potent with full [[Limit Charge]], making it an extremely valuable offensive tool. | |||
*Any [[up smash]] can be used from a shielding position. Many of these are situational, as they are either too slow or have an insufficient horizontal range to hit an attacking opponent out of shield. Others can be especially effective, however. In ''Smash 64'', ''Melee'', ''Brawl'' and ''SSB4'', [[jump-canceling]] is required in order to perform an up smash out of shield (in ''Melee'' and ''Brawl'', [[Yoshi]] cannot jump out of shield, so this is impossible for him), but in ''Ultimate'', jump-canceling is not necessary in order to do so, as one can merely drop one's shield and bypass the shield-dropping animation entirely with an up smash input; if the [[C-Stick]] is set to smash attacks (which is used by default), one can also merely flick it upward while shielding to perform an immediate up smash out of shield. | *Any [[up smash]] can be used from a shielding position. Many of these are situational, as they are either too slow or have an insufficient horizontal range to hit an attacking opponent out of shield. Others can be especially effective, however. In ''Smash 64'', ''Melee'', ''Brawl'' and ''SSB4'', [[jump-canceling]] is required in order to perform an up smash out of shield (in ''Melee'' and ''Brawl'', [[Yoshi]] cannot jump out of shield, so this is impossible for him), but in ''Ultimate'', jump-canceling is not necessary in order to do so, as one can merely drop one's shield and bypass the shield-dropping animation entirely with an up smash input; if the [[C-Stick]] is set to smash attacks (which is used by default), one can also merely flick it upward while shielding to perform an immediate up smash out of shield. | ||
:*[[Charizard]]'s, which is decently fast (being a frame 6 option in ''Brawl'' and ''Ultimate'' and a frame 7 option in ''SSB4'') with large hitboxes that reach decently far horizontally, while also being quite powerful. It also strikes on both sides, but there is a delay to the second hit that strikes behind, which is usually too long for it to effectively hit an opponent attacking from behind. | :*[[Charizard]]'s, which is decently fast (being a frame 6 option in ''Brawl'' and ''Ultimate'' and a frame 7 option in ''SSB4'') with large hitboxes that reach decently far horizontally, while also being quite powerful. It also strikes on both sides, but there is a delay to the second hit that strikes behind, which is usually too long for it to effectively hit an opponent attacking from behind. |