Editing Shield

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*''Smash 64'' shields are notoriously durable on their own, having the slowest depletion and fastest regeneration of all shields in the series. However, the game's extremely high shieldstun and quick grabs with exceptionally strong throws leaves them at a glaring disadvantage for direct retaliation, even allowing for [[shield break combo]]s from certain characters. Additionally, and only in this game, throws from a [[shield grab]] after shieldstun only deal half their usual damage, further reducing viable out of shield options.
*''Smash 64'' shields are notoriously durable on their own, having the slowest depletion and fastest regeneration of all shields in the series. However, the game's extremely high shieldstun and quick grabs with exceptionally strong throws leaves them at a glaring disadvantage for direct retaliation, even allowing for [[shield break combo]]s from certain characters. Additionally, and only in this game, throws from a [[shield grab]] after shieldstun only deal half their usual damage, further reducing viable out of shield options.
*''Melee'' shields are the most durable in the series, with an effective 85.71 HP when fully dense (66.82 HP at their lightest). Alongside their significantly lower shieldstun than ''Smash 64'' shields, this gives characters more pronounced out of shield games, and makes shield breaks a rarity, with moves such as [[Shield Breaker]] necessitating a very high amount of shield damage to pull this off. However, due to their small size and fast depletion rate when fully dense, they are riskier to use and encourage different shield densities depending on the situation.
*''Melee'' shields are the most durable in the series, with an effective 85.71 HP when fully dense (66.82 HP at their lightest). Alongside their significantly lower shieldstun than ''Smash 64'' shields, this gives characters more pronounced out of shield games, and makes shield breaks a rarity, with moves such as [[Shield Breaker]] necessitating a very high amount of shield damage to pull this off. However, due to their small size and fast depletion rate when fully dense, they are riskier to use and encourage different shield densities depending on the situation.
*''Brawl'' shields are usually considered the most effective in the series, due to their low shieldstun and shield drop lag allowing them to punish attacks very easily (further compounded by attacks being overall less advantageous than in previous games), as well as still being highly durable with a consistent and effective 71.43 HP, having less HP than a fully dense shield, but higher than the lightest shields. However, they also have the fastest depletion rate in the series, and can still be subjected to [[edge slipping]], discouraging their reckless overuse.
*''Brawl'' shields are usually considered the most effective in the series, due to their low shieldstun and shield drop lag allowing them to punish attacks very easily (further compounded by attacks being overall less advantageous than in previous games), as well as still being highly durable with an effective 71.43 HP. However, they also have the fastest depletion rate in the series, and can still be subjected to [[edge slipping]], discouraging their reckless overuse.
*''Smash 4'' shields have more favorable depletion and regeneration rates than ''Melee'' and ''Brawl''{{'}}s, alongside having less shield pushback and no longer being vulnerable to edge slipping. However, with an effective 42.02 HP (less than half of fully dense ''Melee'' shields), they are notoriously more fragile, making shield breaks from moves without additional shield damage fairly more common, to the point of even a few consecutive smash attacks being capable of breaking shields. As a result, their risk of use lies more in directly attempting to shield powerful attacks rather than simply holding them for too long.
*''Smash 4'' shields have more favorable depletion and regeneration rates than ''Melee'' and ''Brawl''{{'}}s, alongside having less shield pushback and no longer being vulnerable to edge slipping. However, with an effective 42.02 HP (less than half of fully dense ''Melee'' shields), they are notoriously more fragile, making shield breaks from moves without additional shield damage fairly more common, to the point of even a few consecutive smash attacks being capable of breaking shields. As a result, their risk of use lies more in directly attempting to shield powerful attacks rather than simply holding them for too long.
*''Ultimate'' shields remain similar to ''Smash 4''{{'}}s, except they have a slightly faster depletion rate, longer shield drop lag, and increased startup on shield grabs after shieldstun, as well as generally taking more shieldstun from non-aerial physical attacks. This overall brings them to a more balanced state, being neither too disadvantaged against attacks like in ''Smash 64'', nor too safe of a punish option like in ''Brawl''.
*''Ultimate'' shields remain similar to ''Smash 4''{{'}}s, except they have a slightly faster depletion rate, longer shield drop lag, and increased startup on shield grabs after shieldstun, as well as generally taking more shieldstun from non-aerial physical attacks. This overall brings them to a more balanced state, being neither too disadvantaged against attacks like in ''Smash 64'', nor too safe of a punish option like in ''Brawl''.

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