Shield drop lag: Difference between revisions
No edit summary |
No edit summary |
||
Line 1: | Line 1: | ||
'''Shield | {{ArticleIcons|series=y}} | ||
{{incomplete|Needs more info on other games}} | |||
'''Shield drop lag''', also known as '''dropping shield''' and referred to internally as '''guard off''', is the animation that occurs when one lets go of their shield. Shield drop lag is not to be confused with [[shield drop]]ping, which is when one drops through a platform [[out of shield]]. | |||
In | In ''[[Super Smash Bros. Melee]]'', shield drop lag lasts 15 frames, which makes it a significantly slower out-of-shield option compared to shield dropping or [[jump-canceling]]. Shield drop lag can also be jump-canceled. | ||
In ''[[Super Smash Bros. Ultimate]]'', [[perfect shield]]ing was changed from occurring during the first few frames after pressing shield to the first few frames after letting go of shield (i.e. during shield drop lag). While shield drop lag is often something to be avoided in prior games, in ''Ultimate'' it can be an optimal out-of-shield option if timed correctly. | |||
==External links== | ==External links== | ||
*[https://meleeframedata.com/#modal Source for the Frame Data] | |||
[[Category:Game controls]] | |||
{{AllGames|Techniques}} |
Latest revision as of 15:18, August 19, 2023
Shield drop lag, also known as dropping shield and referred to internally as guard off, is the animation that occurs when one lets go of their shield. Shield drop lag is not to be confused with shield dropping, which is when one drops through a platform out of shield.
In Super Smash Bros. Melee, shield drop lag lasts 15 frames, which makes it a significantly slower out-of-shield option compared to shield dropping or jump-canceling. Shield drop lag can also be jump-canceled.
In Super Smash Bros. Ultimate, perfect shielding was changed from occurring during the first few frames after pressing shield to the first few frames after letting go of shield (i.e. during shield drop lag). While shield drop lag is often something to be avoided in prior games, in Ultimate it can be an optimal out-of-shield option if timed correctly.