Editing Out of shield

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Understanding what the best OoS option to use is requires extensive knowledge of frame data. The player first needs to understand what their fastest options are and how useful they are. The faster a move is, the more moves it can punish. The usefulness of the option depends on its range, strength and reliability. For example, while {{SSBM|Zelda}}'s up smash in ''Melee'' is a frame 6 OoS option (her fastest option by a large margin), it is rather useless due to its abysmal range and reliability; with the move failing to hit multiple characters and even if it does, the opponent can easily escape the move. {{SSBM|Bowser}}'s [[Whirling Fortress]] in ''Melee'' is also a frame 6 OoS option but it is much more useful due to its greater range, ability to KO, its intangibility frames during its startup (which allows him to plow through moves, even if the move is not a guaranteed punish) and the fact that Bowser can move around while using it.  
Understanding what the best OoS option to use is requires extensive knowledge of frame data. The player first needs to understand what their fastest options are and how useful they are. The faster a move is, the more moves it can punish. The usefulness of the option depends on its range, strength and reliability. For example, while {{SSBM|Zelda}}'s up smash in ''Melee'' is a frame 6 OoS option (her fastest option by a large margin), it is rather useless due to its abysmal range and reliability; with the move failing to hit multiple characters and even if it does, the opponent can easily escape the move. {{SSBM|Bowser}}'s [[Whirling Fortress]] in ''Melee'' is also a frame 6 OoS option but it is much more useful due to its greater range, ability to KO, its intangibility frames during its startup (which allows him to plow through moves, even if the move is not a guaranteed punish) and the fact that Bowser can move around while using it.  


Knowing how fast an option is depends on what kind of option it is. An up special or an up smash simply requires knowing the normal startup frames of the move (in addition to an extra frame prior to ''Brawl''). An aerial requires the jumpsquat frames as well as the startup of the aerial. In ''Ultimate'', all jumpsquats are 3 frames so for every character, the speed of an aerial OoS is 3 + the aerial's startup frames. Jumpsquat lengths in the earlier games however depend on the character, so the player has to memorise their character's jumpsquat frames to make the most out of punishing OoS. A shield drop simply requires the player to add the length of the shield drop (which is 7, 11 or 15 frames depending on the game) to the startup lag of the move. For shields grabs, the player needs to know the startup frames of the grab and in ''Ultimate'', the players needs to additionally add an extra 4 frames onto the startup.
Knowing how fast an option is depends on what kind of option it is. An up special or an up smash simply requires knowing the normal startup frames of the move (in addition to an extra frame prior to ''Ultimate'' for up smashes and up specials prior to ''Brawl''). An aerial requires the jumpsquat frames as well as the startup of the aerial. In ''Ultimate'', all jumpsquats are 3 frames so for every character, the speed of an aerial OoS is 3 + the aerial's startup frames. Jumpsquat lengths in the earlier games however depend on the character, so the player has to memorise their character's jumpsquat frames to make the most out of punishing OoS. A shield drop simply requires the player to add the length of the shield drop (which is 7, 11 or 15 frames depending on the game) to the startup lag of the move. For shields grabs, the player needs to know the startup frames of the grab and in ''Ultimate'', the players needs to additionally add an extra 4 frames onto the startup.


The second important thing needed to understand the best OoS option to use is knowing the frame advantage the opponent's attack has on shield. Frame advantage in this case is the difference (in frames) between when the attacker can perform an option and when the shielding opponent can perform an OoS option. Shield advantage is determined by how much shieldstun the move causes and how much ending lag the move has. If a move has high shieldstun and low ending lag, it will grant a greater frame advantage than a move with lower shieldstun and higher ending lag. If the attacker can act the same frame that the opponent can drop shield or perform an out of shield option, the attack is neutral (or +/-0 frames) on shield. If the shielding opponent can act before the attacker, the move grants frame disadvantage (or - frames) on shield. If the attacker can act before the shielding opponent, the move will grant frame advantage (or + frames) on shield.
The second important thing needed to understand the best OoS option to use is knowing the frame advantage the opponent's attack has on shield. Frame advantage in this case is the difference (in frames) between when the attacker can perform an option and when the shielding opponent can perform an OoS option. Shield advantage is determined by how much shieldstun the move causes and how much ending lag the move has. If a move has high shieldstun and low ending lag, it will grant a greater frame advantage than a move with lower shieldstun and higher ending lag. If the attacker can act the same frame that the opponent can drop shield or perform an out of shield option, the attack is neutral (or +/-0 frames) on shield. If the shielding opponent can act before the attacker, the move grants frame disadvantage (or - frames) on shield. If the attacker can act before the shielding opponent, the move will grant frame advantage (or + frames) on shield.

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