Editing Shield break combo
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An example of a shield break combo and how it works can be seen with {{SSB|Kirby}}'s {{mvsub|Kirby|SSB|up tilt}} chain in [[Super Smash Bros.|''Smash 64'']]. Kirby's up tilt comes out on frame 4, has an [[FAF]] of 18 and grants 26 frames of shieldstun (assuming that the up tilt is [[Stale-move negation|fresh]]); which means that the opponent cannot act after shielding Kirby's up tilt until frame 31. This means that up tilt grants Kirby with a +13 frame advantage, giving him 13 frames to hit his opponent's shield before they can do anything. Because up tilt comes out on frame 4 and it has rather outstanding range, this gives Kirby more than enough time to perform another up tilt which will hit the shielding opponent before they can drop the shield. After performing three up tilts, Kirby can then use forward smash; which comes out on frame 10 (which is fast enough to hit the opponent before they can drop shield) and covers a lot of horizontal distance. Altogether, the three up tilts and forward smash deal 60 HP to the opponents shield (14 for each up tilt and 18 for the forward smash). As shields have 55 HP in ''Smash 64'', this is enough to break the shield. | An example of a shield break combo and how it works can be seen with {{SSB|Kirby}}'s {{mvsub|Kirby|SSB|up tilt}} chain in [[Super Smash Bros.|''Smash 64'']]. Kirby's up tilt comes out on frame 4, has an [[FAF]] of 18 and grants 26 frames of shieldstun (assuming that the up tilt is [[Stale-move negation|fresh]]); which means that the opponent cannot act after shielding Kirby's up tilt until frame 31. This means that up tilt grants Kirby with a +13 frame advantage, giving him 13 frames to hit his opponent's shield before they can do anything. Because up tilt comes out on frame 4 and it has rather outstanding range, this gives Kirby more than enough time to perform another up tilt which will hit the shielding opponent before they can drop the shield. After performing three up tilts, Kirby can then use forward smash; which comes out on frame 10 (which is fast enough to hit the opponent before they can drop shield) and covers a lot of horizontal distance. Altogether, the three up tilts and forward smash deal 60 HP to the opponents shield (14 for each up tilt and 18 for the forward smash). As shields have 55 HP in ''Smash 64'', this is enough to break the shield. | ||
True shield break combos are only really common in ''Smash 64'' due to shieldstun being very high; allowing numerous attacks (especially aerials along with [[Z-cancel]]ling) to | True shield break combos are only really common in ''Smash 64'' due to shieldstun being very high; allowing numerous attacks (especially aerials along with [[Z-cancel]]ling) to be safe on shield. Shieldstun was significantly reduced in ''Melee'' which along with the weakening of L-cancelling and the 0.7x damage decrease to shields, significantly hindered the shield pressuring potential of many moves. Because of this, many moves became unsafe on shield and very few attacks outside of projectiles and [[item]]s are + on shield. While shields, shield damage and shieldstun continued to be adjusted in each subsequent entry, shieldstun still remained low enough for most attacks to leave players at a frame disadvantage against shield. Because of this, the only true shield break combos in later entries (outside of moves which shatter shields in one hit) involve using projectiles and items to constantly hit the shield and lead into a powerful attack. | ||
==Examples of true shield break combos== | ==Examples of true shield break combos== |