Perfect shield: Difference between revisions

24 bytes removed ,  3 years ago
→‎In Super Smash Bros. Ultimate: fixed wording of the example to not just reiterate the previous sentence
(→‎In Super Smash Bros. Ultimate: fixed wording of the example to not just reiterate the previous sentence)
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Perfect shielding is activated during the first 5 frames of a character's shield drop animation, which now lasts 11 frames (up from ''Smash 4''{{'}}s 7 frames), and 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 now lasts 11 frames (up from ''Smash 4''{{'}}s 7 frames), and 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.


Upon successfully perfect shielding a direct attack, both the user and the attacker experience a considerable amount of [[hitlag]] (roughly twice more than on a normal shield), and the user is granted [[intangibility]] for the remainder of the animation. The user can then act 3 frames earlier compared to the [[shieldstun]] they would experience from shielding normally, so for example, an attack that would inflict 8 frames of shieldstun will leave them stunned for 3 fewer frames than the attacker if perfect shielded. If an indirect attack (such as a [[projectile]]) is perfect shielded, the hitlag the user experiences is unchanged, but they can only act 1 frame earlier than shielding it normally, reducing the technique's utility in this case. Prior to version {{SSBU|3.0.0}} of the game, the user would instead act 2 frames ''later'', which made perfect shielding indirect attacks undesirable.
Upon successfully perfect shielding a direct attack, both the user and the attacker experience a considerable amount of [[hitlag]] (roughly twice more than on a normal shield), and the user is granted [[intangibility]] for the remainder of the animation. The user can then act 3 frames earlier compared to the [[shieldstun]] they would experience from shielding normally, so for example, an attack that would inflict 8 frames of shieldstun will leave them stunned for 5 frames if perfect shielded. If an indirect attack (such as a [[projectile]]) is perfect shielded, the hitlag the user experiences is unchanged, but they can only act 1 frame earlier than shielding it normally, reducing the technique's utility in this case. Prior to version {{SSBU|3.0.0}} of the game, the user would instead act 2 frames ''later'', which made perfect shielding indirect attacks undesirable.


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]].
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]].
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