Perfect shield: Difference between revisions

→‎In Super Smash Bros. Melee: added more frame data and an example of shield lag cancellation for Melee.
(→‎In Super Smash Bros. Melee: added more frame data and an example of shield lag cancellation for Melee.)
Line 16: Line 16:


Yoshi's shield sometimes powershields attacks even when the shield is already up<ref>http://smashboards.com/threads/frame-research-yoshis-parry.262911/#post-9415501</ref>.
Yoshi's shield sometimes powershields attacks even when the shield is already up<ref>http://smashboards.com/threads/frame-research-yoshis-parry.262911/#post-9415501</ref>.
===Chronological frame data===
By pressing L or R during an actionable grounded frame, the 'Guard' animation will be triggered. The ability to powershield with it depends on whether the button press was digital or analog:
1. Digital: ''GuardReflect'' is triggered. Reflecting projectiles is possible during the first two frames. During the first four frames, physical attacks will enable the subsequent cancellation of the ''GuardOff'' animation. Both is only possible if the incoming hitbox also overlaps the inner powershield sphere on the first frame of its collision with the shield:
http://imageshack.com/a/img543/2783/du3h.png
:1.1 If a projectile collides with the powershield sphere during the first two frames, it will get reflected. This has no effect whatsoever on the ''GuardReflect'' animation – it will play on just as if nothing had hit the character or his shield. Thus, physical powershields are still possible after a projectile has been powershielded.
:1.2 If a physical hitbox collides with the powershield sphere during ''GuardReflect 1-4'', the powershield sound and graphical effects are played and the ''GuardOff"' cancellation is stored.
::1.2.1 If the first physical powershield was triggered before the 4th shield frame, subsequent hits up until the 4th shield frame will trigger the sound and graphical powershield effects once more. This does not provide an additional benefit, though.
::1.2.2 If ''GuardDamage'' (the animation usually referred to as ''Shieldstun'') is interrupted by another hitbox colliding with the shield, the shielding character undergoes shield hitlag and subsequent shieldstun once more. This does not affect the eventual ability to interrupt ''GuardOff'', even if the shielding character get hits by many attacks while in shield and experiences very long shieldstun.
::1.2.3 As soon as ''GuardDamage'' is over, the character will enter his indefinite ''Guard'' animation if he still holds down a shoulder button. If he doesn't keep L, R or Z pressed, he will enter the ''GuardOff'' animation.
:::1.2.3.1 If the character immediately transitioned from ''GuardDamage'' to ''GuardOff'' '''or''' didn't spend more than 3 frames in the ''Guard'' animation before dropping his shield, the possibility to cancel ''GuardOff'' will still be available. ''GuardOff'' has a total animation length of 15 frames and can be interrupted by any action that can be triggered with the buttons A, B, X, Y and Z as well as with the C-stick. Additionally, grabbing with (L∨R)∧A, jumping with ↑ and spot dodging with ↓ on the control stick are possible. Up tilt and down tilt are only possible by keeping them pressed from at least 4 frames before the start of the ''GuardOff'' animation – otherwise, the input will still count as a smash input and trigger jump or spot dodge.
2. Analog: ''GuardOn'' is triggered. This animation has no powershield sphere. It can be transitioned to ''GuardReflect'' by a digital shoulder button press only on frame one and only if no hitbox collided with the shield on this first frame.
:2.1 If a digital press occurs before ''GuardOn 2'', the ''GuardReflect'' animation will deviate from its normal behavior. There will be no shield sphere at all during its first two frames. On ''GuardReflect 3'', both the normal shield sphere and the powershield sphere come up. Thus, it is not possible to reflect projectiles with this type of shield. Powershielding physical attacks is still possible, albeit only during a 2-frame window (''GuardReflect 3-4'').
====Example====
Fox stands in front of Marth and does a SHFFL down aerial:
:''AttackAirLw 5'': First active frame of Fox's dair. On this frame, Marth presses R digitally and immediately triggers a powershield. This frame is then repeated three times ("hitlag") during which Marth may use shield smash DI.
:''AttackAirLw 6'': The initial dair hitbox is still active. Because Marth's shield has already been hit by it, there is no collision on this frame.
:''AttackAirLw 7'': No hitbox is out on this frame. Marth is still in shieldstun.
:''AttackAirLw 8'': The second kick hitbox comes out. Because this ist still the 4th frame of Marth's ''GuardReflect'' (the entire shield hitlag is counted as only one frame), the powershield sound and graphical effects are triggered again.
:Later kick hitboxes cause normal shield hitlag and hitstun without the powershield effects.
:After Fox lands on the ground, Marth will transition into ''GuardOff'' if he does not press any shoulder buttons anymore and cancel it from ''GuardOff 0'' onward with any ground attack. If he still holds L/R down after ''GuardDamage'', he needs to let go after 3 frames of ''Guard'' in order to not lose the cancellation option.
:http://imageshack.com/a/img27/3198/j3v.gif
:Here, up tilt was not an optimal choice, as on the frame its hitbox came out, Fox was just out of landing lag and could have shined. If he had done so, it would have collided with the up tilt hitbox, so Marth would still not have got hit.


==In ''[[Super Smash Bros. Brawl]]''==
==In ''[[Super Smash Bros. Brawl]]''==
408

edits