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> | 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 | *<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 | *<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. | ||
*[[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 | ||
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|Forward smash||0.32<ref> | |Forward smash||0.32<ref>Does not work properly, as the game uses the projectile shieldstun multiplier instead</ref> | ||
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|{{SSBU|Meta Knight}}||Rapid jab||4 | |{{SSBU|Meta Knight}}||Rapid jab||4 | ||