Editing Powershield canceling

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In order to power shield cancel, the player first has to power shield an attack (specifically, an attack which is not a projectile). Once they have power shielded an attack, they then need to let go of the shield button and wait for their character to drop their shield. The player can then perform any ground move. In ''Melee'', the player can input an attack on frame 2 of a shield drop while in ''Brawl'' and ''Smash 4'', they can input an attack on frame 1 of the shield drop. In ''Brawl'' however, a forward smash and down smash can still only be performed from frame 2 without buffering and they are more difficult to perform compared to other powershield options, as mistiming them will result in a [[roll]] or [[spot dodge]].  
In order to power shield cancel, the player first has to power shield an attack (specifically, an attack which is not a projectile). Once they have power shielded an attack, they then need to let go of the shield button and wait for their character to drop their shield. The player can then perform any ground move. In ''Melee'', the player can input an attack on frame 2 of a shield drop while in ''Brawl'' and ''Smash 4'', they can input an attack on frame 1 of the shield drop. In ''Brawl'' however, a forward smash and down smash can still only be performed from frame 2 without buffering and they are more difficult to perform compared to other powershield options, as mistiming them will result in a [[roll]] or [[spot dodge]].  


Powershield cancel options can be buffered in ''Brawl'' if the player lets go of shield while in shieldstun. The player can input their desired option at any point during the 10 frame buffer window, as long as the player continues to hold shield until they are no longer in shield hitlag. If the player lets go of shield too early, they will not buffer their desired option and simply drop their shield. If the player holds shield for too long, they will buffer a grab if they perform a normal attack or stay in shield if they perform a special attack. Because of this, the leniency to perform a buffered powershield canceled option depends on the amount of shieldstun a move has, with more shieldstun giving the player more leniency to let go of shield in order to buffer their desired option. For moves with no shieldstun, a buffered powershield cancel is essentially frame perfect as while the player can buffer their desired powershield cancel option, they have to let go of shield the exact frame shield hitlag ends in order to get the buffer. Altogether, the way buffered powershield canceling works in ''Brawl'' makes getting a buffered powershield cancel punish quite strict, especially for moves with lower shieldstun.
Powershield cancel options can be buffered in ''Brawl'' if the player lets go of shield while in shieldstun. The player can input their desired option at any point during the 10 frame buffer window, as long as the player continues to hold shield until they are no longer in shield hitlag. If the player lets go of shield too early, they will not buffer their desired option and simply drop their shield. If the player holds shield for too long, they will buffer a grab if they perform a normal attack or stay in shield if they perform a special attack. In ''Smash 4'', the player can let go of shield at any point during shield hitlag/shieldstun and they can buffer a powershield cancel option, making buffered powershield cancel punishes more lenient to perform than in ''Brawl''.
 
In ''Smash 4'', the player can let go of shield at any point during shield hitlag/shieldstun and they can buffer a powershield cancel option, making buffered powershield cancel punishes easier and more lenient to perform than in ''Brawl''.


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