Editing Shield

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==General properties==
==General properties==
Shielding can only be done on the ground; pressing a shield button in midair produces an [[air dodge]] instead, or has no effect in the original ''[[Super Smash Bros.]]'' Shields cannot be held indefinitely; they shrink as time passes and break if held for too long, [[Shield jump|popping the user up]] and knocking them down on the ground before [[stun]]ning them. Blocking attacks accelerates shield depletion relative to the amount of shield damage the attack has. Shields automatically replenish when not in use.
Shielding can only be done on the ground; pressing a shield button in midair produces an [[air dodge]] instead, or has no effect in the original ''[[Super Smash Bros.]]'' Shields cannot be held indefinitely; they shrink as time passes and attacks are blocked, and break when held for too long, [[Shield jump|popping the user up]] and knocking them down on the ground before [[stun]]ning them. Otherwise, they recharge when not in use.


[[File:SSBUWebsiteMiiFighter6.jpg|thumb|300px|{{SSBU|Mii Fighter}}s shielding in ''Ultimate'', showing the different shield colors per player.]]
[[File:SSBUWebsiteMiiFighter6.jpg|thumb|300px|{{SSBU|Mii Fighter}}s shielding in ''Ultimate'', showing the different shield colors per player.]]
Beginning in ''[[Super Smash Bros. Melee]]'', shields match the players' colors; they are red, blue, yellow, and green respectively for players 1 to 4, while [[CPU]]s always have a gray shield. In team battles, human players' shield colors instead match their team colors, except if [[team attack]] is turned on in ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'' (''Brawl'' also incorrectly gives green team members a yellow shield). In ''Smash 64'', the shield colors are always red, green, blue, and gray for players 1 to 4, including CPUs and even in team battles; incidentally, these were the colors used for the players in [[Media:Dragon-King--The-Fighting-Game.jpg|the game's prototype, ''Dragon King'']]. In {{forwiiu}}, with the introduction of [[8-Player Smash]], players 5 to 8 have orange, cyan, purple, and slate shields, respectively. ''[[Super Smash Bros. Ultimate]]'' changes players 7 and 8's shield colors to pink and purple, respectively.
Beginning in ''[[Super Smash Bros. Melee]]'', shields match the players' colors; they are red, blue, yellow, and green respectively for players 1 to 4, while [[CPU]]s always have a gray shield. In team battles, non-CPU players' shield colors instead match their team colors, except if [[team attack]] is turned on in ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'' (''Brawl'' also incorrectly gives green team members a yellow shield). In ''Smash 64'', the shield colors are always red, green, blue, and gray for players 1 to 4, including CPUs and even in team battles; incidentally, these were the colors used for the players in [[:File:Dragon-King--The-Fighting-Game.jpg|the game's prototype, ''Dragon King'']]. In {{forwiiu}}, with the introduction of [[8-Player Smash]], players 5 to 8 have orange, cyan, purple, and slate shields, respectively. ''[[Super Smash Bros. Ultimate]]'' changes players 7 and 8's shield colors to pink and purple, respectively.


In all games to date, shields come out on the very first [[frame]] a shield input is recognized by the game. This makes them extremely fast and reliable for defense, as very few attacks come out as equally fast, and many attacks can be easily [[punish]]ed after being shielded. Due to this characteristic, simply [[approach]]ing an opponent in a rushed way with a move like a [[dash attack]] — a common mistake among new players to the series — is usually an unviable tactic; the player is instead encouraged to win the [[neutral game]] by getting in close more strategically, being aware of the different options their opponent has, then attack when they are unable to put up their shields, often by forcing them to commit mistakes or bypassing the shield with a move such as a grab. However, shields in all games are still subject to [[display lag]], meaning they will not be activated at the exact same moment the player presses the shield button; this often causes the impression that an attack was not shielded even though the button was pressed.
In all games to date, shields come out on the very first [[frame]] a shield input is recognized by the game. This makes them extremely fast and reliable for defense, as very few attacks come out as equally fast, and many attacks can be easily [[punish]]ed after being shielded. Due to this characteristic, simply [[approach]]ing an opponent in a rushed way with a move like a [[dash attack]] — a common mistake among new players to the series — is usually an unviable tactic; the player is instead encouraged to win the [[neutral game]] by getting in close more strategically, being aware of the different options their opponent has, then attack when they are unable to put up their shields, often by forcing them to commit mistakes or bypassing the shield with a move such as a grab. However, shields in all games are still subject to [[display lag]], meaning they will not be activated at the exact same moment the player presses the shield button; this often causes the impression that an attack was not shielded even though the button was pressed.
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When holding their shield, characters' options are generally much more restricted to compensate for their ability to negate most attacks. If the [[control stick]] is tilted slightly, the shield can be shifted to help block attacks from specific directions. If it is tilted faster, the shield is instead canceled into a [[roll]] with a horizontal tilt, a [[jump]] with an upward tilt (if [[tap jump]] is turned on), and from ''Melee'' onward, a [[spot dodge]] with a downward tilt. In all games except ''Ultimate'', characters can also [[Shield platform drop|drop through soft platforms while shielding]]. These options allow characters to leave the shield quickly, reposition themselves while obtaining some [[intangibility]], or quickly retaliate against an attack, such as an opponent attempting to grab them out of the shield. In ''Ultimate'', if the player holds the special move button, more than one shield button, or (oddly enough) a [[side taunt]] input while shielding, these options are disabled, allowing players to shift their shield without accidentally becoming vulnerable.
When holding their shield, characters' options are generally much more restricted to compensate for their ability to negate most attacks. If the [[control stick]] is tilted slightly, the shield can be shifted to help block attacks from specific directions. If it is tilted faster, the shield is instead canceled into a [[roll]] with a horizontal tilt, a [[jump]] with an upward tilt (if [[tap jump]] is turned on), and from ''Melee'' onward, a [[spot dodge]] with a downward tilt. In all games except ''Ultimate'', characters can also [[Shield platform drop|drop through soft platforms while shielding]]. These options allow characters to leave the shield quickly, reposition themselves while obtaining some [[intangibility]], or quickly retaliate against an attack, such as an opponent attempting to grab them out of the shield. In ''Ultimate'', if the player holds the special move button, more than one shield button, or (oddly enough) a [[side taunt]] input while shielding, these options are disabled, allowing players to shift their shield without accidentally becoming vulnerable.


In all games, [[grab]]bing and [[jump]]ing are other possible options out of shield. Since a grab input in the ''Smash'' series is coded as a simultaneous shield and attack input, grabbing can simply be done by pressing the attack button while shielding, and is generally the most basic way of punishing opponents out of shield, known as [[shield grab]]bing. Jumping out of shield, on the other hand, grants several more options, allowing characters to immediately use their [[aerial attack]]s (including [[SHFFL]]ing in ''Melee''), [[wavedash]], or [[jump cancel]] into their [[up smash]] or [[up special]]. All these options make shielding the centerpiece to a player's defensive game. Characters can also simply drop their shield and use any attack afterwards, though this causes a short inactionable period, usually known as [[shield drop lag]], while all other listed actions can be done instantly out of the shield. In ''Ultimate'', up smashes and up specials can be performed out of shield without the need of jump canceling, allowing players with tap jump turned off to use them more easily.
In all games, [[grab]]bing and [[jump]]ing are other possible options out of shield. Since a grab input in the ''Smash'' series is coded as a simultaneous shield and attack input, grabbing can simply be done by pressing the attack button while shielding, and is generally the most basic way of punishing opponents out of shield, known as [[shield grab]]bing. Jumping out of shield, on the other hand, grants several more options, allowing characters to immediately use their [[aerial attack]]s (including [[SHFFL]]ing in ''Melee''), [[wavedash]], or [[jump cancel]] into their [[up smash]] or [[up special]]. All these options make shielding the centerpiece to a player's defensive game. Characters can also simply drop their shield and use any attack afterwards, though this causes a short inactionable period, usually known as '''shield drop lag''', while all other listed actions can be done instantly out of the shield. In ''Ultimate'', up smashes and up specials can be performed out of shield without the need of jump canceling, allowing players with tap jump turned off to use them more easily.


While in hitlag from shielding an attack, characters can perform a weaker variant of [[smash directional influence]] known as shield SDI, allowing them to adjust their distance from the opponent in order to mitigate shield pressure or facilitate a subsequent punish. Characters can also shield out of a [[run]] (but not their initial dash), with a short slide forward due to the remaining momentum, which is useful for faking approaches. In ''Smash 64'' and ''Brawl'', a technique known as [[dashing shield]] allows characters to conserve more forward momentum when shielding.
While in hitlag from shielding an attack, characters can perform a weaker variant of [[smash directional influence]] known as shield SDI, allowing them to adjust their distance from the opponent in order to mitigate shield pressure or facilitate a subsequent punish. Characters can also shield out of a [[run]] (but not their initial dash), with a short slide forward due to the remaining momentum, which is useful for faking approaches. In ''Smash 64'' and ''Brawl'', a technique known as [[dashing shield]] allows characters to conserve more forward momentum when shielding.
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!Game!!Maximum HP!!Damage multiplier!!Depletion!!Regeneration!!HP after shield break!!Shield time before drop!!Shield drop lag!![[Shieldstun]]||Size multiplier
!Game!!Maximum HP!!Damage multiplier!!Depletion!!Regeneration!!HP after shield break!!Shield time before drop!!Shield drop lag!![[Shieldstun]]||Size multiplier
|-
|-
|{{GameIcon|ssb|20px}}||55 (55)||1×||0.0625 (3.75/s)||0.1 (6/s)||30||{{rollover|3 frames|Shield stays out for at least 8 frames|y}}||11 frames||'''Japanese''': <code>damage * 1.75 + 3</code><br>'''International''': <code>damage * 1.62 + 4</code>||?
|{{GameIcon|ssb|20px}}||55 (55)||1×||0.0625 (3.75 s)||0.1 (6 s)||30||{{rollover|3 frames|Shield stays out for at least 8 frames|y}}||11 frames||'''Japanese''': <code>damage * 1.75 + 3</code><br>'''International''': <code>damage * 1.62 + 4</code>||?
|-
|-
|{{GameIcon|ssbm|20px}}||60 (85.71)||0.7×||0.28 (16.8/s)||0.07 (4.2/s)||30||8 frames||15 frames||<code>(damage * 0.45 + 2) * 200 / 201</code>||<code>(HP * 0.5 / 60) * 0.85 + 0.15</code>
|{{GameIcon|ssbm|20px}}||60 (85.71)||0.7×||0.28 (16.8 s)||0.07 (4.2 s)||30||8 frames||15 frames||<code>(damage * 0.45 + 2) * 200 / 201</code>||<code>(HP * 0.5 / 60) * 0.85 + 0.15</code>
|-
|-
|{{GameIcon|ssbb|20px}}||50 (71.43)||0.7×||0.28 (16.8/s)||0.07 (4.2/s)||30||7 frames||7 frames||<code>damage * 0.345</code>||<code>(HP / 50) * 0.85 + 0.15</code>
|{{GameIcon|ssbb|20px}}||50 (71.43)||0.7×||0.28 (16.8 s)||0.07 (4.2 s)||30||7 frames||7 frames||<code>damage * 0.345</code>||<code>(HP / 50) * 0.85 + 0.15</code>
|-
|-
|{{GameIcon|ssb4|20px}}||50 (42.02)||1.19×||0.13 (7.8/s)||0.08 (4.8/s)||25||13 frames (prior to [[1.1.4]])<br>11 frames (1.1.4 onward)||7 frames||<code>INT(d * 1.3 + 2) * 0.3</code> (prior to [[1.1.1]])<br><code>damage * 0.58 * mult + 2</code> (1.1.1 onward)||<code>(HP / 50) * 0.85 * {{rollover|1.05|Not present prior to 1.1.1|y}} + 0.15</code>
|{{GameIcon|ssb4|20px}}||50 (42.02)||1.19×||0.13 (7.8 s)||0.08 (4.8 s)||25||13 frames (prior to [[1.1.4]])<br>11 frames (1.1.4 onward)||7 frames||<code>INT(d * 1.3 + 2) * 0.3</code> (prior to [[1.1.1]])<br><code>damage * 0.58 * mult + 2</code> (1.1.1 onward)||<code>(HP / 50) * 0.85 * {{rollover|1.05|Not present prior to 1.1.1|y}} + 0.15</code>
|-
|-
|{{GameIcon|ssbu|20px}}||50 (42.02)||1.19×||0.15 (9/s)||0.08 (4.8/s)||37.5||3 frames||11 frames||<code>damage * 0.8 * mult + 2</code>||<code>(HP / 50) * 0.85 + 0.15</code>
|{{GameIcon|ssbu|20px}}||50 (42.02)||1.19×||0.15 (9 s)||0.08 (4.8 s)||37.5||3 frames||11 frames||<code>damage * 0.8 * mult + 2</code>||<code>(HP / 50) * 0.85 + 0.15</code>
|}
|}


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The formulas are used to calculate the initial amount of pushback, which is then decayed every frame by the character's [[traction]] value. From ''Brawl'' onward, attacker traction is multiplied by 1.1× until the pushback ends.
The formulas are used to calculate the initial amount of pushback, which is then decayed every frame by the character's [[traction]] value. From ''Brawl'' onward, attacker traction is multiplied by 1.1× until the pushback ends.


Worth noting is that while the defender's shield pushback has a cap in all games, the attacker's does not. As a result, if an attack that deals extremely high damage is shielded, the attacker can be pushed back with enough strength to be forced off the stage and get KO'd; the [[Kamikaze glitch]] is an example of such a scenario. In ''Ultimate'', presumably to protect against this, the damage increase applied by the use of [[Spirit]]s is not factored in to attacker pushback. In ''Melee'', attacker shield pushback can also cause the [[ceiling glitch]].
Worth noting is that while the defender's shield pushback has a cap in all games, the attacker's does not. As a result, if an attack that deals extremely high damage is shielded, the attacker can be pushed back with enough strength to be forced off the stage and get KO'd; the [[Kamikaze glitch]] is an example of such a scenario. In ''Melee'', attacker shield pushback can also cause the [[ceiling glitch]].


{|class="wikitable"
{|class="wikitable"
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===Analog shield data (''Melee'' only)===
===Analog shield data (''Melee'' only)===
Several shield properties in ''Melee'' are altered if the L or R buttons are not fully pressed. Put in simple terms, lighter shields are larger and take longer to deplete, but take more damage, and increase the defender's shieldstun and pushback, while reducing the attacker's pushback. As a result, they are safer to use preemptively and can prevent [[shield stab]]bing much more reliably, but are significantly less effective for subsequent retaliation. This mechanic was dropped for ''Brawl'' due to Nintendo dropping support for analog buttons after the [[GameCube controller]] and has yet to return to the series.
Several shield properties in ''Melee'' are altered if the L or R buttons are not fully pressed. Put in simple terms, lighter shields are larger and take longer to deplete, but take more damage, and increase the defender's shieldstun and pushback, while reducing the attacker's pushback. As a result, they are safer to use preemptively and can prevent [[shield stab]]bing much more reliably, but are significantly less effective for subsequent retaliation.


In all formulas, '''s''' is an analog factor equal to <code>n / 140</code>, where '''n''' ranges between 43 and 140 depending on how much the L or R buttons are pressed. As a result, '''s''' can be as low as 0.30714 with the lightest possible shield, and caps at 1 with a full shield. Shielding with the Z button corresponds to <code>s = 0.35</code>, or <code>n = 49/140</code>.
In all formulas, '''s''' is an analog factor equal to <code>n / 140</code>, where '''n''' ranges between 43 and 140 depending on how much the L or R buttons are pressed. As a result, '''s''' can be as low as 0.30714 with the lightest possible shield, and caps at 1 with a full shield. Shielding with the Z button corresponds to <code>s = 0.35</code>, or <code>n = 49/140</code>.
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==Shield breaking==
==Shield breaking==
[[File:BrokenShield-3DS.jpg|thumb|Mario holds down his shield, which will eventually cause a shield break.|300px]]
[[File:BrokenShield-3DS.jpg|thumb|Mario holds down his shield, which will eventually cause a shield break.|300px]]
Shields are larger the more health they have remaining, in addition to each character having their own shield size ratio. As the shield is raised and blocks attacks, it keeps diminishing until it breaks. This phenomenon is known as a '''shield break''', and results in the character being launched a distance upward (a [[shield jump]]), getting knocked down as they land, then being [[stun]]ned for some seconds after standing up. The stun duration is dependant on the victim's damage percent &ndash; the less damage they have, the longer it will last, with [[mashing]] accelerating this process to an extent. Any attack that causes a stunned fighter to [[flinch]] ends the stunned state.
Shields are larger the more health they have remaining, in addition to each character having their own shield size ratio. As the shield is raised and blocks attacks, it keeps diminishing until it breaks. This phenomenon is known as a '''shield break''', and results in the character being launched a distance upward, getting knocked down as they land, then being [[stun]]ned for some seconds after standing up. Characters eventually exit this stun state automatically, with [[mashing]] accelerating this process to an extant. Most attacks make stunned opponents instantly return to normal, with some exceptions being [[flinchless]] attacks, as well as [[Bowser]]'s [[Fire Breath]] and [[Charizard]]'s [[Flamethrower]].


The purpose of shields breaking and diminishing is, along with grabbing, to prevent players from protecting themselves indefinitely. Instead, as the shield gets smaller, a larger portion of the character's [[hurtbox]] is left vulnerable to attacks. Shield breaking is commonly done either by taking advantage of shieldstun to chain several attacks with little room for the opponent to escape, or by landing attacks that deal high enough shield damage, such as [[Marth]]'s [[Shield Breaker]] or throwing [[Mr. Saturn]]. Shield breaking is especially dangerous at the [[edge]] of a stage, as due to shield pushback from the move that broke the shield, the character can get pushed off and continue falling until they reach the bottom [[blast line]], leading to an inevitable KO.  
The purpose of shields breaking and diminishing is, along with grabbing, to prevent players from protecting themselves indefinitely. Instead, as the shield gets smaller, a larger portion of the character's [[hurtbox]] is left vulnerable to attacks. Shield breaking is commonly done either by taking advantage of shieldstun to chain several attacks with little room for the opponent to escape, or by landing attacks that deal high enough shield damage, such as [[Marth]]'s [[Shield Breaker]] or throwing [[Mr. Saturn]]. Shield breaking is especially dangerous at the [[edge]] of a stage, as due to shield pushback from the move that broke the shield, the character can get pushed off and continue falling until they reach the bottom [[blast line]], leading to an inevitable KO.  


[[Jigglypuff]] is affected more severely by shield breaking than any other character, as it is launched upward several hundred times farther than normal, which is more than enough to instantly KO Jigglypuff in any situation unless there is an overhead obstruction (in which case, it will helplessly keep trying to float up until several seconds have passed, the obstacle is removed, or Jigglypuff is smacked out of it). This has lead to some strategies involving shield breaking Jigglypuff to perform skips in [[speedrun]]s and some niche stalling strategies on certain stages by remaining in the air below a ceiling, essentially being unreachable for several seconds.
[[Jigglypuff]] is affected more severely by shield breaking than any other character, as it is launched upward several hundred times farther than normal, which is more than enough to instantly KO Jigglypuff in any situation unless there is an overhead obstruction (in which case, it will helplessly keep trying to float up until several seconds have passed, the obstacle is removed, or Jigglypuff is smacked out of it). This has lead to some strategies involving shield breaking Jigglypuff to perform skips in [[speedrun]]s and some niche stalling strategies on certain stages by remaining in the air below a ceiling, essentially being unreachable for several seconds.
In ''Melee'', having one's shield broken by an opponent rewards the player with [[List of bonuses|Shattered Shield]] bonus, worth &minus;1000 points, while breaking their own shield rewards them the Shield Stupidity bonus, worth &minus;2000 points. Breaking another opponent's shield rewards the character the Shield Buster bonus, worth 2500 points. All three of the bonuses can stack, and performing the required tasks multiple times proportionally increases their value.


Players who use [[Rosalina & Luma]] are still able to control Luma's attacks even if Rosalina is stunned from a shield break.
Players who use [[Rosalina & Luma]] are still able to control Luma's attacks even if Rosalina is stunned from a shield break.
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====In ''Smash 64''====
====In ''Smash 64''====
*{{buff|The initial 3-frame animation where Yoshi curls up into the shield grants him [[invincibility]], effectively giving him a short window to block attacks without any hitlag, shield damage, shieldstun, or shield pushback, and preventing him from being grabbed out of the shield right away. This technique is known as [[Parry (Yoshi)|parry]]ing, and allows Yoshi to punish attacks out of shield much more effectively, though it is also very precise.}}
*{{buff|The initial 3-frame animation where Yoshi curls up into the shield grants him [[invincibility]], effectively giving him a short window to block attacks without any hitlag, shield damage, shieldstun, or shield pushback, and preventing him from being grabbed out of the shield right away. This technique is known as [[parry]]ing, and allows Yoshi to punish attacks out of shield much more effectively, though it is also very precise.}}
*{{nerf|His shield drop lag is higher, with 15 frames instead of 11, hindering his ability to act out of shield if he fails to parry an attack.}}
*{{nerf|His shield drop lag is higher, with 15 frames instead of 11, hindering his ability to act out of shield if he fails to parry an attack.}}


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===[[Jigglypuff]]===
===[[Jigglypuff]]===
[[File:Jigglypuff Shield Break.gif|thumb|200px|[[Jigglypuff]]'s shield break.]]
While Jigglypuff uses the same bubble shield as other characters, its [[shield jump]] in all games is uniquely more punishing. The force Jigglypuff is sent upwards with if its shield breaks is equivalent to taking 300 units of vertical [[knockback]], which is more than enough to cause it to [[self-destruct]] on every stage if there is no overhead obstacle. However, this can also be useful for certain situations in single-player modes, such as the [[Brinstar Escape Shaft]] in ''Melee''{{'}}s [[Adventure Mode]] and [[The Glacial Peak]] in the [[Subspace Emissary]].
While Jigglypuff uses the same bubble shield as other characters, its [[shield jump]] in all games is uniquely more punishing. The force Jigglypuff is sent upwards with if its shield breaks is equivalent to taking 300 units of vertical [[knockback]], which is more than enough to cause it to [[self-destruct]] on every stage if there is no overhead obstacle. However, this can also be useful for certain situations in single-player modes, such as the [[Brinstar Escape Shaft]] in ''Melee''{{'}}s [[Adventure Mode]] and [[The Glacial Peak]] in the [[Subspace Emissary]].


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Yoshi's shield design, on the other hand, is possibly based on an occurrence in ''{{s|supermariowiki|Super Mario World 2: Yoshi's Island}}''. When {{s|supermariowiki|Baby Mario}} grabs a [[Super Star]] and starts running around, Yoshi follows by hiding in an egg and becoming part of his egg trail. The duo is invincible during this time. The shield may also be based on Yoshi becoming invincible once swallowing a {{s|supermariowiki|Turbo Tulip}} in ''{{s|supermariowiki|Yoshi's Story}}'', although that is generally attributed to the [[Egg Roll]] instead.
Yoshi's shield design, on the other hand, is possibly based on an occurrence in ''{{s|supermariowiki|Super Mario World 2: Yoshi's Island}}''. When {{s|supermariowiki|Baby Mario}} grabs a [[Super Star]] and starts running around, Yoshi follows by hiding in an egg and becoming part of his egg trail. The duo is invincible during this time. The shield may also be based on Yoshi becoming invincible once swallowing a {{s|supermariowiki|Turbo Tulip}} in ''{{s|supermariowiki|Yoshi's Story}}'', although that is generally attributed to the [[Egg Roll]] instead.


Inkling's method of refilling ink is derived from [[Splatoon (universe)|their home series]], where the player's ink can be refilled by turning into squid form and diving into ink of the same color. In these games, turning into squid form is mapped to the{{button|Switch|ZL}}button; the [[ZL button|ZL]] and [[ZR button]]s shield by default in ''Super Smash Bros. Ultimate''.
Inkling's method of refilling ink is based on ''Splatoon'' and ''Splatoon 2'', where the player's ink can be refilled by becoming a squid and diving into ink of the same color. In these games, becoming a squid is mapped to the ZL button; the ZL and ZR buttons shield by default in ''Super Smash Bros. Ultimate''.


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