Perfect shield: Difference between revisions

physical powershields do endure shield stun, while projectile PS do not. Also, the overlap definition is a rumor, I can easily disprove it with ingame data. (Ask me for that before you revert.) Additionally, projectile knockback is determined by damage.
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(physical powershields do endure shield stun, while projectile PS do not. Also, the overlap definition is a rumor, I can easily disprove it with ingame data. (Ask me for that before you revert.) Additionally, projectile knockback is determined by damage.)
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[[File:Peach Powershield Laser.gif|right|thumb|220px|In ''Melee'', anytime during the first 2 frames of activation, powershielding will reflect any projectile, even ones that have already been powershielded. ]]
[[File:Peach Powershield Laser.gif|right|thumb|220px|In ''Melee'', anytime during the first 2 frames of activation, powershielding will reflect any projectile, even ones that have already been powershielded. ]]
A '''powershield''' ({{ja|ジャストシールド}} ''Jasutoshīrudo'', '''Just shield''') (officially called '''perfect shield''' in ''Brawl'' and ''SSB4'') is a technique where one activates a full [[shield]] such that it overlaps with an incoming [[attack]] that would have hit the receiving character. In order for the technique to be executed, one must rely on timing and skill. When the opponent is ready to strike, the player must quickly use the shield. If done correctly, the [[character]] takes no [[shield damage]] and may immediately perform a counterattack while the attacker is stuck in [[hitlag]]. The powershield technique in ''[[Melee]]'' and ''[[Brawl]]'' is comparable to a parry in traditional fighting games, as it results in little to no knockback and freezes the opponent for a couple frames.
A '''powershield''' ({{ja|ジャストシールド}} ''Jasutoshīrudo'', '''Just shield''') (officially called '''perfect shield''' in ''Brawl'' and ''SSB4'') is a technique where one activates a full [[shield]] such that it connects with an incoming [[attack]] on the first few frames. In order for the technique to be executed, one must rely on timing and skill. When the opponent is ready to strike, the player must quickly use the shield. If done correctly, the [[character]] takes no [[shield damage]] or shield stun and may immediately perform a counterattack while the attacker is stuck in [[hitlag]]. The powershield technique in ''[[Melee]]'' and ''[[Brawl]]'' is comparable to a parry in traditional fighting games, as it results in little to no knockback and freezes the opponent for a couple frames.


Powershielding is done by quickly and fully depressing a shield button four frames before an attack connects. If done correctly, there will be a significant flash on the shield and a distinctive "chlink" sound. Because it is technically a shield, it is ineffective against [[grab]]s.
Powershielding is done by quickly and fully depressing a shield button four frames before an attack connects. If done correctly, there will be a significant flash on the shield and a distinctive "chlink" sound. Because it is technically a shield, it is ineffective against [[grab]]s.
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CPU players, especially level 9s, use this technique a lot. Human players don't use it as much simply because of the reaction times and precision usually required. As such, it often comes as a surprise and can momentarily disrupt a match. At high level play, powershielding can be used to reflect a wave of incoming projectiles such as Falco's laser, to punish camping.  
CPU players, especially level 9s, use this technique a lot. Human players don't use it as much simply because of the reaction times and precision usually required. As such, it often comes as a surprise and can momentarily disrupt a match. At high level play, powershielding can be used to reflect a wave of incoming projectiles such as Falco's laser, to punish camping.  


In ''Melee'', powershielding can reflect [[projectile]]s. In ''Brawl'', this does not happen, and it merely redirects the attack at an angle without changing ownership of the projectile.  
In ''Melee'', powershielding can reflect [[projectile]]s during the first two frames. In ''Brawl'', this does not happen, and it merely redirects the attack at an angle without changing ownership of the projectile.  


==In ''[[Super Smash Bros. Melee]]''==
==In ''[[Super Smash Bros. Melee]]''==


In ''Melee'', the technique is known as '''power shielding''' (named for the Power Shielder [[bonus]] attained by using the technique multiple times). Power shielding is accomplished by fully pressing [[L]] or [[R]] such that the shield appears just before the incoming attack would hit you. More specifically, the full shield bubble's inner reflection hitbox<ref>http://smashboards.com/threads/how-to-approach-a-spamming-falco.198083/#post-5544093</ref> must connect with the hitbox of the incoming attack within 4 frames of activating the shield<ref>http://smashboards.com/threads/how-to-approach-a-spamming-falco.198083/#post-5544062</ref>. The noise heard by doing this is rather quiet compared to ''Brawl's'', and should a projectile hit on frames 1 or 2 of the powershield, the technique will reflect projectiles at half the original damage (the knockback remains the same however). Though the technique is difficult to perform consistently, powershielding is extremely valuable in competitive play, as it allows players to [[punish]] moves with low [[ending lag]] such as {{SSBM|Fox}}'s neutral aerial. Its ability to reflect projectiles is even more valuable as it allows players to punish otherwise safe, predictable projectile spam, particularly in the {{SSBM|Falco}} matchup, whose lasers can shut off many options and leave a player completely helpless if not dealt with properly.
In ''Melee'', the technique is known as '''power shielding''' (named for the Power Shielder [[bonus]] attained by using the technique multiple times). Power shielding is accomplished by fully pressing [[L]] or [[R]] such that the shield appears just before the incoming attack would hit you. More specifically, the full shield bubble's inner reflection hitbox<ref>http://smashboards.com/threads/how-to-approach-a-spamming-falco.198083/#post-5544093</ref> must connect with the hitbox of the incoming attack within 4 frames of activating the shield<ref>http://smashboards.com/threads/how-to-approach-a-spamming-falco.198083/#post-5544062</ref>. The noise heard by doing this is rather quiet compared to ''Brawl's'', and should a projectile hit on frames 1 or 2 of the powershield, the technique will reflect projectiles at half the original damage. Though the technique is difficult to perform consistently, powershielding is extremely valuable in competitive play, as it allows players to [[punish]] moves with low [[ending lag]] such as {{SSBM|Fox}}'s neutral aerial. Its ability to reflect projectiles is even more valuable as it allows players to punish otherwise safe, predictable projectile spam, particularly in the {{SSBM|Falco}} matchup, whose lasers can shut off many options and leave a player completely helpless if not dealt with properly.


Though extremely difficult, powershielding projectiles is still humanly possible to perform consistently. Players who use characters with projectiles often have an easily trackable firing pattern, such as firing projectiles only when there is a certain distance between the players. It is also important to note that players (again, Falco mains in particular) will short hop to move while firing. As such, a projectile user running or jumping away from pressure is often a surefire sign he or she intends to fire. If the projectile is thin like Falco's laser, another thing a player can do to ease the risk and timing needed to powershield is to crouch and wait for the projectile to pass over the character. Shielding while the projectile is directly over the character will ensure a powershielded projectile.
Though extremely difficult, powershielding projectiles is still humanly possible to perform consistently. Players who use characters with projectiles often have an easily trackable firing pattern, such as firing projectiles only when there is a certain distance between the players. It is also important to note that players (again, Falco mains in particular) will short hop to move while firing. As such, a projectile user running or jumping away from pressure is often a surefire sign he or she intends to fire. If the projectile is thin like Falco's laser, another thing a player can do to ease the risk and timing needed to powershield is to crouch and wait for the projectile to pass over the character. Shielding while the projectile is directly over the character will ensure a powershielded projectile.
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::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 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.
:::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.
:1.3 If a projectile connects with the powershield sphere during ''GuardReflect 3-4'', the next incoming physical attack will be powershielded. (Details still left to figure out.)


====2. Analog====
====2. Analog====
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