Editing Perfect shield
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Perfect shielding is activated during the first 5 frames of a character's shield drop animation, which lasts 11 frames (up from ''Smash 4''{{'}}s 7 frames). The shield has to be put up for at least 3 frames before it can be dropped, essentially causing the technique's earliest possible activation to be 4 frames upon shielding. As a result, while it has a larger window, it can no longer be done immediately, and is less likely to be activated unintentionally, thus carrying more risk. However, unlike in previous games, the radius of a perfect shield does not shrink in proportion to the character's shield, and instead always matches the size of a full shield, increasing its consistency. | Perfect shielding is activated during the first 5 frames of a character's shield drop animation, which lasts 11 frames (up from ''Smash 4''{{'}}s 7 frames). The shield has to be put up for at least 3 frames before it can be dropped, essentially causing the technique's earliest possible activation to be 4 frames upon shielding. As a result, while it has a larger window, it can no longer be done immediately, and is less likely to be activated unintentionally, thus carrying more risk. However, unlike in previous games, the radius of a perfect shield does not shrink in proportion to the character's shield, and instead always matches the size of a full shield, increasing its consistency. | ||
Perfect shielding gives different amounts of extra hitlag to the attacker and defender, with [[intangibility]] for the | Perfect shielding gives different amounts of extra hitlag to the attacker and defender, with [[intangibility]] for the attacker. Depending on whether a perfect shielded attack is a [[projectile]], and direct or indirect (determined by the attack's hitbox scripts), it has several outcomes: | ||
*For '''direct non-projectile''' attacks, the attacker experiences 14 extra frames of hitlag, while the defender experiences 11 extra frames. As a result, the defender can act '''3''' frames earlier than shielding the attack normally. Although this difference in itself is minimal, perfect shielding still lets the user bypass shield drop lag with any attack like in previous games (compared to only aerial attacks, up smash, and up special), which is a more valuable attribute in ''Ultimate'' due to it having been increased, making perfect shielding much more advantageous for punishing usual direct attacks than shielding normally. | *For '''direct non-projectile''' attacks, the attacker experiences 14 extra frames of hitlag, while the defender experiences 11 extra frames. As a result, the defender can act '''3''' frames earlier than shielding the attack normally. Although this difference in itself is minimal, perfect shielding still lets the user bypass shield drop lag with any attack like in previous games (compared to only aerial attacks, up smash, and up special), which is a more valuable attribute in ''Ultimate'' due to it having been increased, making perfect shielding much more advantageous for punishing usual direct attacks than shielding normally. | ||
*For '''indirect non-projectile''' attacks (such as {{SSBU|Zero Suit Samus}}'s [[Zero Suit Samus (SSBU)/Down smash|down smash]], {{SSBU|Mii Gunner}}'s [[Mii Gunner (SSBU)/Back aerial|back aerial]], and {{SSBU|Bayonetta}}'s [[smash attack]]s), the attacker experiences 14 extra frames of hitlag, and the defender experiences only 2 frames more. This allows the defender to act '''12''' frames earlier than shielding it normally, leaving these moves even more punishable by perfect shielding. | *For '''indirect non-projectile''' attacks (such as {{SSBU|Zero Suit Samus}}'s [[Zero Suit Samus (SSBU)/Down smash|down smash]], {{SSBU|Mii Gunner}}'s [[Mii Gunner (SSBU)/Back aerial|back aerial]], and {{SSBU|Bayonetta}}'s [[smash attack]]s), the attacker experiences 14 extra frames of hitlag, and the defender experiences only 2 frames more. This allows the defender to act '''12''' frames earlier than shielding it normally, leaving these moves even more punishable by perfect shielding. |