Editing Perfect shield

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[[File:Peach Powershield Laser.gif|thumb|220px|In ''Melee'', during the first two frames of shield activation, powershielding will reflect any projectile, even ones that have already been powershielded.]]
[[File:Peach Powershield Laser.gif|right|thumb|220px|In ''Melee'', during the first two frames of shield activation, powershielding will reflect any projectile, even ones that have already been powershielded.]]
A '''perfect shield''' ({{ja|ジャストシールド|Jasuto shīrudo}}, '''Just shield''') (officially called the '''Power Shield''' in ''Melee'') 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]]'', ''[[Smash 4]]'', 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 '''perfect shield''' ({{ja|ジャストシールド|Jasuto shīrudo}}, '''Just shield''') (officially called the '''Power Shield''' in ''Melee'') 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]]'', ''[[Smash 4]]'' 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.


Perfect shielding up until ''Smash 4'' 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 ''Smash 4'', where a softer sound plays instead). Because it is technically a shield, it is ineffective against [[grab]]s and [[unblockable attack]]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 this way retain the ownership of the character that threw them. In ''Brawl'' and ''Smash 4'', perfect shielding merely redirects projectiles at an angle without changing their ownership.
Perfect shielding up until ''Smash 4'' 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 ''Smash 4'', where a softer sound plays instead). Because it is technically a shield, it is ineffective against [[grab]]s and [[unblockable attack]]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 this way retain the ownership of the character that threw them. In ''Brawl'' and ''Smash 4'', perfect shielding merely redirects projectiles at an angle without changing their ownership.
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==In ''[[Super Smash Bros. Ultimate]]''==
==In ''[[Super Smash Bros. Ultimate]]''==
[[File:PerfectShieldUltimate.gif|thumb|{{SSBU|Mario}} perfect shielding 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]].]]
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. It is also significantly more dramatic upon activation: it creates a much brighter flash from the perfect shielder, causes their eyes to glow yellow, and they perform a unique animation while the sound effect produced is louder like in ''Brawl''. {{SSBU|Ryu}} keeps his unique sound effect and now shares it with {{SSBU|Ken}}. Due to these properties, the perfect shield in ''Ultimate'' is usually referred to as a '''parry''' by the ''Smash'' community.
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. It is also significantly more dramatic upon activation: it creates a much brighter flash from the perfect shielder, causes their eyes to glow yellow, and they perform a unique animation similar to Ryu's shielding animation from ''Smash 4'', while the sound effect produced is louder like in ''Brawl''. {{SSBU|Ryu}} keeps his unique sound effect and now shares it with {{SSBU|Ken}}. Due to these properties, the perfect shield in ''Ultimate'' is usually referred to as a '''parry''' by the ''Smash'' community, as it better resembles the namesake technique from traditional fighting games.


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.
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Perfect shielding gives different amounts of extra hitlag to the attacker and defender, with [[intangibility]] for the defender. 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:
Perfect shielding gives different amounts of extra hitlag to the attacker and defender, with [[intangibility]] for the defender. 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}}' [[down smash]], {{SSBU|Mii Gunner}}'s [[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 '''direct projectile''' attacks (such as {{SSBU|Isabelle}} and {{SSBU|Snake}}'s [[up smash]]es), the attacker is not affected, while the defender experiences 8 extra frames of hitlag. This causes the user to act '''8''' frames ''later'' by comparison, making perfect shielding strictly worse for punishing these attacks than normal shielding.
*For '''direct projectile''' attacks (such as {{SSBU|Isabelle}} and {{SSBU|Snake}}'s [[up smash]]es), the attacker is not affected, while the defender experiences 8 extra frames of hitlag. This causes the user to act '''8''' frames ''later'' by comparison, making perfect shielding strictly worse for punishing these attacks than normal shielding.
*For '''indirect projectile''' attacks (usual projectiles), the attacker is not affected, while the defender experiences '''1''' frame ''less'' of hitlag. As a result, like with direct attacks, perfect shielding traditional projectiles offers an advantage over shielding them normally, albeit not as significant.
*For '''indirect projectile''' attacks (usual projectiles), the attacker is not affected, while the defender experiences '''1''' frame ''less'' of hitlag. As a result, like with direct attacks, perfect shielding traditional projectiles offers an advantage over shielding them normally, albeit not as significant.
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Prior to update {{SSBU|9.0.0}}, perfect shielding's advantage against both direct and indirect projectiles was 3 frames lower, so that the user could act 11 and 2 frames later (respectively) than shielding them normally, making it less effective against [[camp]]ing. Although update {{SSBU|3.0.0}} allegedly increased these advantages to match the current versions, which was (vaguely) documented on [https://en-americas-support.nintendo.com/app/answers/detail/a_id/45075 Nintendo's official patch notes], it was [https://twitter.com/Meshima_/status/1295503881661644800 discovered nearly a year after the update] that these changes only applied to [[Training]] mode, and were thus irrelevant in competitive play; it was not until 9.0.0 that they applied to every game mode.
Prior to update {{SSBU|9.0.0}}, perfect shielding's advantage against both direct and indirect projectiles was 3 frames lower, so that the user could act 11 and 2 frames later (respectively) than shielding them normally, making it less effective against [[camp]]ing. Although update {{SSBU|3.0.0}} allegedly increased these advantages to match the current versions, which was (vaguely) documented on [https://en-americas-support.nintendo.com/app/answers/detail/a_id/45075 Nintendo's official patch notes], it was [https://twitter.com/Meshima_/status/1295503881661644800 discovered nearly a year after the update] that these changes only applied to [[Training]] mode, and were thus irrelevant in competitive play; it was not until 9.0.0 that they applied to every game mode.


With perfect shielding now being tied to the shield drop animation, certain limits have been implemented to it. If an attack is shielded normally, perfect shielding is disabled on a subsequent shield drop unless it is done at least 3 frames after shieldstun ends, preventing characters from easily perfect shielding multi-hit moves that do not possess enough shieldstun to keep opponents trapped inbetween their hits. Similarly, from version 3.0.0 onward, multiple perfect shields cannot occur within the same shield drop. An exception is if the first hit of a move with multiple hits separated by only one frame is perfect shielded on the first shield drop frame, which causes the next hit to automatically be perfect shielded as well; an example of a move that can trigger this is {{SSBU|Wolf}}'s [[Wolf (SSBU)/Forward tilt|forward tilt]].
With perfect shielding now being tied to the shield drop animation, certain limits have been implemented to it. If an attack is shielded normally, perfect shielding is disabled on a subsequent shield drop unless it is done at least 3 frames after shieldstun ends, preventing characters from easily perfect shielding multi-hit moves that do not possess enough shieldstun to keep opponents trapped inbetween their hits. Similarly, from version 3.0.0 onward, multiple perfect shields cannot occur within the same shield drop. An exception is if the first hit of a move with multiple hits separated by only one frame is perfect shielded on the first shield drop frame, which causes the next hit to automatically be perfect shielded as well; an example of a move that can trigger this is {{SSBU|Wolf}}'s [[forward tilt]].


Much like [[equipment]] in ''Smash 4'', certain [[spirit]] effects can affect perfect shields: the returning Easy Perfect Shield effect widens the window for performing a perfect shield, while the Perfect Shield Reflect effect allows them to reflect projectiles, similar to how they worked in ''Melee''.
Much like [[equipment]] in ''Smash 4'', certain [[spirits]] can affect perfect shields: the returning Easy Perfect Shield effect widens the window for performing a perfect shield, while the Perfect Shield Reflect effect allows them to reflect projectiles, similar to how they worked in ''Melee''.
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==Trivia==
==Trivia==
[[File:Steve Shield.png|300px|thumb|Steve performing a perfect shield against {{SSBU|Marth}}'s attack, summoning the Minecraft shield.]]
[[File:Steve Shield.png|300px|thumb|right|Steve performing a perfect shield against {{SSBU|Marth}}'s attack, summoning the Minecraft shield.]]
*In the {{uv|EarthBound}} series there exists an ability known as '''Power Shield''' that can be used by using the PSI techniques {{s|wikibound|PowerShield}} (in ''{{s|wikibound|EarthBound Beginnings}}'') and {{s|wikibound|Shield}} and {{s|wikibound|PSI Shield}}s β or Ω (in ''[[EarthBound]]''). Their function is to reflect attacks back to the owner, similar to how powershielding in ''Melee'' reflects projectiles.
*In the {{uv|EarthBound}} series there exists an ability known as '''Power Shield''' that can be used by using the PSI techniques {{s|wikibound|PowerShield}} (in ''{{s|wikibound|EarthBound Beginnings}}'') and {{s|wikibound|Shield}} and {{s|wikibound|PSI Shield}}s β or Ω (in ''[[EarthBound]]''). Their function is to reflect attacks back to the owner, similar to how powershielding in ''Melee'' reflects projectiles.
*When performing a successful parry in ''Ultimate'', the performer's portrait briefly shows the eye glint used in the pre-match splash screen. Additionally, the parrying fighter's eyes will glow, the same effect which occurs when a fighter is ready to use a  [[Final Smash]].
*When performing a successful parry in ''Ultimate'', the performer's portrait briefly shows the eye glint used in the pre-match splash screen.
*Some fighters' perfect shields reference their original games aesthetically:
*Some fighters' perfect shields reference their original games aesthetically:
**{{SSBU|Wario}}'s parry animation resemble his official Artwork from ''{{s|mariowiki|Super Mario Land 2}}''
**{{SSBU|Kirby}}'s parry animation is taken from his {{s|wikirby|Guard}} pose in ''{{s|wikirby|Kirby Super Star}}''.
**{{SSBU|Kirby}}'s parry animation is taken from his {{s|wikirby|Guard}} pose in ''{{s|wikirby|Kirby Super Star}}''.
**{{SSBU|Wario}}'s parry animation resembles both his official artwork from ''{{s|mariowiki|Super Mario Land 2}}'' and a render from ''{{s|mariowiki|Wario World}}''.
**{{SSBU|Ryu}} and {{SSBU|Ken}}'s parry animations are taken from ''{{s|wikipedia|Street Fighter III}}''.
**{{SSBU|Ryu}} and {{SSBU|Ken}}'s parry animations and their accompanying sound effect are taken from ''{{s|wikipedia|Street Fighter III}}''.
**When {{SSBU|Banjo & Kazooie}} perform a successful parry, Banjo strikes a pose similar to the pose the [https://banjokazooiewiki.com/wiki/Extra_Life Extra Lives] depict him in, as well as an idle animation he can perform in ''Banjo-Kazooie: Nuts & Bolts''.
**{{SSBU|Dark Samus}}' parry animation references official artwork from ''{{s|metroidwiki|Metroid Prime 3: Corruption}}.
**{{SSBU|Terry}}'s parry animation is taken from ''{{s|wikipedia|Capcom vs. SNK 2}}''.
**{{SSBU|Banjo| & Kazooie}} strikes a pose similar to the pose the [https://banjokazooiewiki.com/wiki/Extra_Life Extra Lives] depict him in, as well as an idle animation he can perform in ''{{s|wikipedia|Banjo-Kazooie: Nuts & Bolts}}''.
**When {{SSBU|Steve}} performs a successful parry, he uses a Shield from ''{{s|wikipedia|Minecraft}}'' to block the attack.
**{{SSBU|Terry}}'s parry animation is his [https://snk.fandom.com/wiki/Garou:_Mark_of_the_Wolves#Just_Defense_System Just Defense Pose] from ''{{s|wikipedia|Garou: Mark of the Wolves}}''
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**{{SSBU|Steve}} uses a [https://minecraft.wiki/w/Shield Shield] from ''{{s|wikipedia|Minecraft}}'' to block the attack.
**{{SSBU|Sora}}'s parry animation is the pose he makes while using {{s|khwiki|Guard}} in ''Kingdom Hearts''.
*If the [[Shadow]] [[Assist Trophy]] freezes a character during the perfect shield window, the character will automatically perfect shield an attack while frozen. The character will even remain [[intangible]] afterwards until being unfrozen.
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==References==
==References==

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