Perfect shield: Difference between revisions

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==In ''[[Super Smash Bros. Brawl]]''==
==In ''[[Super Smash Bros. Brawl]]''==
[[File:Perfect Shield.png|thumb|{{SSBB|Bowser}} perfect shielding an attack in ''Brawl'', creating a collision bubble where it was blocked.]]
[[File:Perfect Shield.png|thumb|{{SSBB|Bowser}} perfect shielding an attack in ''Brawl'', creating a collision bubble where it was blocked.]]
The ability to powershield returns in ''Brawl'', now officially known as a '''perfect shield'''. It works similar to ''Melee'', but with a few notable differences. One major change is that perfect shielding no longer reflects projectiles; should a projectile connect during perfect shield frames, it will either disappear or rebound off the shield at an angle instead of back towards the owner of the projectile. A projectile that bounces off a character's shield can no longer affect that character unless it is a multi-hit attack. Additionally, perfect shielding a melee attack now incurs decreased shieldstun, and significantly less shield pushback, decreasing it by 0.15×. Lastly, a clear "clang" sound occurs when a perfect shield is executed.
The ability to powershield returns in ''Brawl'', now officially known as a '''perfect shield'''. It works similar to ''Melee'', but with a few notable differences. One major change is that perfect shielding no longer reflects projectiles; should a projectile connect during perfect shield frames, it will either disappear or rebound off the shield at an angle instead of back in the direction it came from. A projectile that bounces off a character's shield can no longer affect that character unless it is a multi-hit attack. Additionally, perfect shielding a melee attack now incurs decreased shieldstun, and significantly less shield pushback, decreasing it by 0.15×. Lastly, a clear "clang" sound occurs when a perfect shield is executed.
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Perfect shielding gives different amounts of extra hitlag to the attacker and defender, with [[intangibility]] for the defender. Depending on whether a perfect shielded attack is a [[projectile]], and direct or indirect (determined by the attack's hitbox scripts), it has several outcomes:
Perfect shielding gives different amounts of extra hitlag to the attacker and defender, with [[intangibility]] for the defender. Depending on whether a perfect shielded attack is a [[projectile]], and direct or indirect (determined by the attack's hitbox scripts), it has several outcomes:
*For '''direct non-projectile''' attacks, the attacker experiences 14 extra frames of hitlag, while the defender experiences 11 extra frames. As a result, the defender can act '''3''' frames earlier than shielding the attack normally. Although this difference in itself is minimal, perfect shielding still lets the user bypass shield drop lag with any attack like in previous games (compared to only aerial attacks, up smash, and up special), which is a more valuable attribute in ''Ultimate'' due to it having been increased, making perfect shielding much more advantageous for punishing usual direct attacks than shielding normally.
*For '''direct non-projectile''' attacks, the attacker experiences 14 extra frames of hitlag, while the defender experiences 11 extra frames. As a result, the defender can act '''3''' frames earlier than shielding the attack normally. Although this difference in itself is minimal, perfect shielding still lets the user bypass shield drop lag with any attack like in previous games (compared to only aerial attacks, up smash, and up special), which is a more valuable attribute in ''Ultimate'' due to it having been increased, making perfect shielding much more advantageous for punishing usual direct attacks than shielding normally.
*For '''indirect non-projectile''' attacks (such as {{SSBU|Zero Suit Samus}}' [[down smash]], {{SSBU|Mii Gunner}}'s [[back aerial]], and {{SSBU|Bayonetta}}'s [[smash attack]]s), the attacker experiences 14 extra frames of hitlag, and the defender experiences 2 frames more. This allows the defender to act '''12''' frames earlier than shielding it normally, leaving these moves even more punishable by perfect shielding.
*For '''indirect non-projectile''' attacks (such as {{SSBU|Zero Suit Samus}}' [[down smash]], {{SSBU|Mii Gunner}}'s [[back aerial]], and {{SSBU|Bayonetta}}'s [[smash attack]]s), the attacker experiences 14 extra frames of hitlag, and the defender experiences only 2 frames more. This allows the defender to act '''12''' frames earlier than shielding it normally, leaving these moves even more punishable by perfect shielding.
*For '''direct projectile''' attacks (such as {{SSBU|Isabelle}} and {{SSBU|Snake}}'s [[up smash]]es), the attacker is not affected, while the defender experiences 8 extra frames of hitlag. This causes the user to act '''8''' frames ''later'' by comparison, making perfect shielding strictly worse for punishing these attacks than normal shielding.
*For '''direct projectile''' attacks (such as {{SSBU|Isabelle}} and {{SSBU|Snake}}'s [[up smash]]es), the attacker is not affected, while the defender experiences 8 extra frames of hitlag. This causes the user to act '''8''' frames ''later'' by comparison, making perfect shielding strictly worse for punishing these attacks than normal shielding.
*For '''indirect projectile''' attacks (usual projectiles), the attacker is not affected, while the defender experiences '''1''' frame ''less'' of hitlag. As a result, like with direct attacks, perfect shielding traditional projectiles offers an advantage over shielding them normally, albeit not as significant.
*For '''indirect projectile''' attacks (usual projectiles), the attacker is not affected, while the defender experiences '''1''' frame ''less'' of hitlag. As a result, like with direct attacks, perfect shielding traditional projectiles offers an advantage over shielding them normally, albeit not as significant.