Editing Perfect shield

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:1.2 If a physical hitbox collides with the powershield sphere during ''GuardReflect 1-4'', the powershield sound and graphical effects are played and the ''GuardOff'' cancellation is stored.
:1.2 If a physical hitbox collides with the powershield sphere during ''GuardReflect 1-4'', the powershield sound and graphical effects are played and the ''GuardOff'' cancellation is stored.
::1.2.1 If the first physical powershield was triggered before the 4th shield frame, subsequent hits up until the 4th shield frame will trigger the sound and graphical powershield effects once more. This does not provide an additional benefit, though.
::1.2.1 If the first physical powershield was triggered before the 4th shield frame, subsequent hits up until the 4th shield frame will trigger the sound and graphical powershield effects once more. This does not provide an additional benefit, though.
::1.2.2 If ''GuardDamage'' (the animation usually referred to as [[shieldstun]]) is interrupted by another hitbox colliding with the shield, the shielding character undergoes shield hitlag and subsequent shieldstun once more. This does not affect the eventual ability to interrupt ''GuardOff'', even if the shielding character get hits by many attacks while in shield and experiences very long shieldstun.
::1.2.2 If ''GuardDamage'' (the animation usually referred to as ''Shieldstun'') is interrupted by another hitbox colliding with the shield, the shielding character undergoes shield hitlag and subsequent shieldstun once more. This does not affect the eventual ability to interrupt ''GuardOff'', even if the shielding character get hits by many attacks while in shield and experiences very long shieldstun.
::1.2.3 As soon as ''GuardDamage'' is over, the character will enter his indefinite ''Guard'' animation if he still holds down a shoulder button. If he doesn't keep L, R or Z pressed, he will enter the ''GuardOff'' animation.  
::1.2.3 As soon as ''GuardDamage'' is over, the character will enter his indefinite ''Guard'' animation if he still holds down a shoulder button. If he doesn't keep L, R or Z pressed, he will enter the ''GuardOff'' animation.  
:::1.2.3.1 If the character immediately transitioned from ''GuardDamage'' to ''GuardOff'' '''or''' didn't spend more than 3 frames in the ''Guard'' animation before dropping his shield, the possibility to cancel ''GuardOff'' will still be available. ''GuardOff'' has a total animation length of 15 frames and can be interrupted by any action that can be triggered with the buttons A, B, X, Y and Z as well as with the C-stick. Additionally, grabbing with (L∨R)∧A, jumping with ↑ and spot dodging with ↓ on the control stick are possible.
:::1.2.3.1 If the character immediately transitioned from ''GuardDamage'' to ''GuardOff'' '''or''' didn't spend more than 3 frames in the ''Guard'' animation before dropping his shield, the possibility to cancel ''GuardOff'' will still be available. ''GuardOff'' has a total animation length of 15 frames and can be interrupted by any action that can be triggered with the buttons A, B, X, Y and Z as well as with the C-stick. Additionally, grabbing with (L∨R)∧A, jumping with ↑ and spot dodging with ↓ on the control stick are possible.

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