Editing Shieldstun

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==In ''[[Super Smash Bros. Ultimate]]''==
==In ''[[Super Smash Bros. Ultimate]]''==
Shieldstun has been adjusted further in ''Ultimate'', with more specific cases introduced than in ''Smash 4''. The new formula is <math>0.8d\times t\times m\times p+2</math>, rounded down<ref>https://twitter.com/BenArthur_7/status/1073252767496617986</ref>, with the values corresponding to the following:
Shieldstun has been adjusted further in ''Ultimate'', with more specific cases introduced than in ''Smash 4''. The new formula is <math>d\times0.8\times t\times m+2</math>, rounded down<ref>https://twitter.com/BenArthur_7/status/1073252767496617986</ref>, with the values corresponding to the following:
*<math>d</math>, like in the previous formulas, is the damage the attack would deal if not shielded.
*<math>d</math>, like in the previous formulas, is the damage the attack would deal if not shielded.
*<math>t</math> is the type of attack, being 0.725 for [[smash attack]]s, 0.33 for [[aerial attack]]s (excluding [[grab aerial]]s and landing hitboxes), and 1 for anything else. Due to this, smash attacks have a net multiplier of 0.58, the same as in ''Smash 4''<ref>https://twitter.com/BenArthur_7/status/1079237233192910849</ref>, while aerials have a net multiplier of 0.264, considerably lower than in ''Smash 4''.
*<math>t</math> is 0.725 for [[smash attack]]s, 0.33 for [[aerial attack]]s (excluding [[grab aerial]]s and landing hitboxes), and 0.29 for indirect attacks (such as [[projectile]]s); due to this, the former results in the same general multiplier of 0.58 as in ''Smash 4''<ref>https://twitter.com/BenArthur_7/status/1079237233192910849</ref>, while the other two result in general multipliers of 0.264 and 0.232, respectively. For indirect smash or aerial attacks (such as {{SSBU|Mega Man}}'s [[forward smash]] and [[down aerial]]), only the indirect multiplier is used. In other cases, the value is 1.
*<math>m</math> is the '''shieldstun multiplier''', a move property new to ''Ultimate'' that can be applied to any hitbox. It is mostly employed by [[rapid jab]]s and [[dash attack]]s, which use a higher multiplier than usual to either prevent shielding opponents in range from escaping them or to decrease their [[punish]]ability (respectively). However, a few other moves possess them as well, such as {{SSBU|Ridley}}'s [[Skewer]], which uses a much lower multiplier than usual (0.2×) to prevent its skewering hitbox from otherwise producing ludicrously high shieldstun, as it deals 45% damage (likewise, it has a high amount of negative [[shield damage]] to prevent it from instantly breaking a shield). Shieldstun multipliers also affect the amount of pushback inflicted on the shielding fighter, further affecting how punishable attacks are out of shield. If a hitbox is not given a shieldstun multiplier, <math>m</math> is 1.
*<math>m</math> is a '''shieldstun multiplier''', a move property new to ''Ultimate'' that can be specified for each hitbox. This is mostly employed by [[rapid jab]]s and [[dash attack]]s, which use a higher multiplier than usual to either prevent shielding opponents in range from escaping them or to decrease their [[punish]]ability (respectively). However, a few other moves possess them as well, such as {{SSBU|Ridley}}'s [[Skewer]], which uses a much lower multiplier than usual (0.2×) to prevent its skewering hitbox from otherwise producing ludicrously high shieldstun, as it deals 45% damage (likewise, it has a high amount of negative [[shield damage]] to prevent it from instantly breaking a shield). Shieldstun multipliers also affect the amount of pushback inflicted on the shielding fighter, further affecting how punishable attacks are out of shield.
*<math>p</math> is a penalty applied to projectiles, and is equal to 0.29. This results in projectiles having much less raw shieldstun, being a net multiplier of 0.232, though this is compensated for by the fact that only the defender experiences [[hitlag]] when shielding a projectile. Notably, if either <math>t</math> or <math>m</math> is anything other than 1, <math>p</math> does not apply. This includes if <math>m</math> is greater than 1, resulting in projectiles that carry even a marginally increased shieldstun modifier inflicting considerably more shieldstun than projectiles that don't, and also means that smash attacks or aerials that are projectiles inflict more shieldstun than other projectiles. In the case of aerials, the effect is usually negligible, but in the case of smash attacks it can be quite significant, such is the case with {{SSBU|Snake}}'s up smash, which inflicts 10 frames of shieldstun instead of 5.
*[[Perfect shield]]ing no longer directly affects the shieldstun duration. Instead, perfect shielding characters enter a unique state that allows them to act 3 frames earlier compared to the shieldstun they would receive if used against a direct attack, and 1 frame earlier if used against an indirect attack, barring specific cases.
*[[Perfect shield]]ing no longer directly affects the shieldstun duration. Instead, perfect shielding characters enter a unique state that allows them to act 3 frames earlier compared to the shieldstun they would receive if used against a direct attack, and 1 frame earlier if used against an indirect attack, barring specific cases.


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|rowspan=2|{{SSBU|Mega Man}}||Dash attack (last hit)||2.1
|rowspan=2|{{SSBU|Mega Man}}||Dash attack (last hit)||2.1
|-
|-
|Forward smash||0.32<ref>Stacks with the smash attack multiplier for a combined multiplier of 0.232, becoming 0.1856 when factoring in the multiplier of 0.8 applied at the start of the formula.</ref>
|Forward smash||0.32<ref>Does not work properly, as the game uses the projectile shieldstun multiplier instead</ref>
|-
|-
|{{SSBU|Meta Knight}}||Rapid jab||4
|{{SSBU|Meta Knight}}||Rapid jab||4

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