Shield: Difference between revisions

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==General properties==
==General properties==
Shielding can only be done on the ground; pressing a shield button in midair produces an [[air dodge]] instead, or has no effect in the original ''[[Super Smash Bros.]]'' Shields cannot be held indefinitely; they shrink as time passes and attacks are blocked, and break when held for too long, [[Shield jump|popping the user up]] and knocking them down on the ground before [[stun]]ning them. Otherwise, they recharge when not in use.
Shielding can only be done on the ground; pressing a shield button in midair produces an [[air dodge]] instead, or has no effect in the original ''[[Super Smash Bros.]]'' Shields cannot be held indefinitely; they shrink as time passes and break if held for too long, [[Shield jump|popping the user up]] and knocking them down on the ground before [[stun]]ning them. Blocking attacks accelerates shield depletion relative to the amount of shield damage the attack has. Shields automatically replenish when not in use.


[[File:SSBUWebsiteMiiFighter6.jpg|thumb|300px|{{SSBU|Mii Fighter}}s shielding in ''Ultimate'', showing the different shield colors per player.]]
[[File:SSBUWebsiteMiiFighter6.jpg|thumb|300px|{{SSBU|Mii Fighter}}s shielding in ''Ultimate'', showing the different shield colors per player.]]
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The formulas are used to calculate the initial amount of pushback, which is then decayed every frame by the character's [[traction]] value. From ''Brawl'' onward, attacker traction is multiplied by 1.1× until the pushback ends.
The formulas are used to calculate the initial amount of pushback, which is then decayed every frame by the character's [[traction]] value. From ''Brawl'' onward, attacker traction is multiplied by 1.1× until the pushback ends.


Worth noting is that while the defender's shield pushback has a cap in all games, the attacker's does not. As a result, if an attack that deals extremely high damage is shielded, the attacker can be pushed back with enough strength to be forced off the stage and get KO'd; the [[Kamikaze glitch]] is an example of such a scenario. In ''Melee'', attacker shield pushback can also cause the [[ceiling glitch]].
Worth noting is that while the defender's shield pushback has a cap in all games, the attacker's does not. As a result, if an attack that deals extremely high damage is shielded, the attacker can be pushed back with enough strength to be forced off the stage and get KO'd; the [[Kamikaze glitch]] is an example of such a scenario. In ''Ultimate'', presumably to protect against this, the damage increase applied by the use of [[Spirit]]s is not factored in to attacker pushback. In ''Melee'', attacker shield pushback can also cause the [[ceiling glitch]].


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==Shield breaking==
==Shield breaking==
[[File:BrokenShield-3DS.jpg|thumb|Mario holds down his shield, which will eventually cause a shield break.|300px]]
[[File:BrokenShield-3DS.jpg|thumb|Mario holds down his shield, which will eventually cause a shield break.|300px]]
Shields are larger the more health they have remaining, in addition to each character having their own shield size ratio. As the shield is raised and blocks attacks, it keeps diminishing until it breaks. This phenomenon is known as a '''shield break''', and results in the character being launched a distance upward (a [[shield jump]]), getting knocked down as they land, then being [[stun]]ned for some seconds after standing up. The stun duration is dependant on the victim's damage percent – the less damage they have, the longer it will last, with [[mashing]] accelerating this process to an extant. Any attack that causes a stunned fighter to [[flinch]] ends the stunned state.
Shields are larger the more health they have remaining, in addition to each character having their own shield size ratio. As the shield is raised and blocks attacks, it keeps diminishing until it breaks. This phenomenon is known as a '''shield break''', and results in the character being launched a distance upward (a [[shield jump]]), getting knocked down as they land, then being [[stun]]ned for some seconds after standing up. The stun duration is dependant on the victim's damage percent – the less damage they have, the longer it will last, with [[mashing]] accelerating this process to an extent. Any attack that causes a stunned fighter to [[flinch]] ends the stunned state.


The purpose of shields breaking and diminishing is, along with grabbing, to prevent players from protecting themselves indefinitely. Instead, as the shield gets smaller, a larger portion of the character's [[hurtbox]] is left vulnerable to attacks. Shield breaking is commonly done either by taking advantage of shieldstun to chain several attacks with little room for the opponent to escape, or by landing attacks that deal high enough shield damage, such as [[Marth]]'s [[Shield Breaker]] or throwing [[Mr. Saturn]]. Shield breaking is especially dangerous at the [[edge]] of a stage, as due to shield pushback from the move that broke the shield, the character can get pushed off and continue falling until they reach the bottom [[blast line]], leading to an inevitable KO.  
The purpose of shields breaking and diminishing is, along with grabbing, to prevent players from protecting themselves indefinitely. Instead, as the shield gets smaller, a larger portion of the character's [[hurtbox]] is left vulnerable to attacks. Shield breaking is commonly done either by taking advantage of shieldstun to chain several attacks with little room for the opponent to escape, or by landing attacks that deal high enough shield damage, such as [[Marth]]'s [[Shield Breaker]] or throwing [[Mr. Saturn]]. Shield breaking is especially dangerous at the [[edge]] of a stage, as due to shield pushback from the move that broke the shield, the character can get pushed off and continue falling until they reach the bottom [[blast line]], leading to an inevitable KO.  
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Yoshi's shield design, on the other hand, is possibly based on an occurrence in ''{{s|supermariowiki|Super Mario World 2: Yoshi's Island}}''. When {{s|supermariowiki|Baby Mario}} grabs a [[Super Star]] and starts running around, Yoshi follows by hiding in an egg and becoming part of his egg trail. The duo is invincible during this time. The shield may also be based on Yoshi becoming invincible once swallowing a {{s|supermariowiki|Turbo Tulip}} in ''{{s|supermariowiki|Yoshi's Story}}'', although that is generally attributed to the [[Egg Roll]] instead.
Yoshi's shield design, on the other hand, is possibly based on an occurrence in ''{{s|supermariowiki|Super Mario World 2: Yoshi's Island}}''. When {{s|supermariowiki|Baby Mario}} grabs a [[Super Star]] and starts running around, Yoshi follows by hiding in an egg and becoming part of his egg trail. The duo is invincible during this time. The shield may also be based on Yoshi becoming invincible once swallowing a {{s|supermariowiki|Turbo Tulip}} in ''{{s|supermariowiki|Yoshi's Story}}'', although that is generally attributed to the [[Egg Roll]] instead.


Inkling's method of refilling ink is derived from [[Splatoon (universe)|their home series]], where the player's ink can be refilled by turning into squid form and diving into ink of the same color. In these games, turning into squid form is mapped to the ZL button; the ZL and ZR buttons shield by default in ''Super Smash Bros. Ultimate''.
Inkling's method of refilling ink is derived from [[Splatoon (universe)|their home series]], where the player's ink can be refilled by turning into squid form and diving into ink of the same color. In these games, turning into squid form is mapped to the{{button|Switch|ZL}}button; the [[ZL button|ZL]] and [[ZR button]]s shield by default in ''Super Smash Bros. Ultimate''.


==Gallery==
==Gallery==
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