Editing Shield

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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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