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Shieldstun: Difference between revisions

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[[Image:Shield.jpg|right|thumb|{{SSBB|Zero Suit Samus}} currently in shieldstun from {{SSBB|Snake}}'s jab.]]
[[Image:Shield.jpg|right|thumb|{{SSBB|Zero Suit Samus}} currently in shieldstun from {{SSBB|Snake}}'s jab.]]


'''Shieldstun''' is a game mechanic that can be observed when a player's [[shield]] is hit. Upon being struck while shielding, the struck character will undergo an effect similar to that of [[hitstun]], in addition to some [[freeze frame]]s. While the attacker experiences the normal freeze frames of the move, they do not undergo shieldstun, allowing them to move again before their opponent can. During the period of shieldstun, the shielding player cannot perform any of their normal [[out of shield]] options, rendering them stuck. In ''Melee'', the formula for frames of shieldstun is (X + 4.45)/2.235) rounded down, where X is the amount of [[damage]] the attack would deal if it was unshielded. Additionally, [[shield damage]] the move may possess is not factored into this formula.
'''Shieldstun''' is a game mechanic that can be observed when a player's [[shield]] is hit. Upon being struck while shielding, the struck character will undergo an effect similar to that of [[hitstun]], in addition to some [[freeze frame]]s. While the attacker experiences the normal freeze frames of the move, they do not undergo shieldstun, allowing them to move again before their opponent can. During the period of shieldstun, the shielding player cannot perform any of their normal [[out of shield]] options, rendering them stuck. It is possible, however, to buffer an out of shield action using the [C-Stick] while in shieldstun: Tilting the C-Stick up will buffer a [[jump]], to the side will buffer a [[roll]], and down will buffer a [[spot dodge]]. The action will execute on the first frame possible. In ''Melee'', the formula for frames of shieldstun is (X + 4.45)/2.235) rounded down, where X is the amount of [[damage]] the attack would deal if it was unshielded. Additionally, [[shield damage]] the move may possess is not factored into this formula.


With the inability to [[jump]], [[grab]], or [[roll]] out of their shield, the player in shieldstun is susceptible to another hit or a grab. Though it is rare, this can sometimes be abused to the point of breaking a player's shield, as with Fox's and Falco's [[pillaring]] [[combo]]s or other [[shield break combo]]. However, it is more likely to see this used to [[bait]] out and [[punish]] a roll. Many multiple hit moves that hit rapidly (such as [[Fox]]'s or [[Yoshi]]'s [[down aerial]]s) hit fast enough to keep an opponent in shieldstun for the duration of the move, as a each hit lands while the opponent is still in shieldstun from the last hit. These moves can lead into a grab upon landing if performed correctly.  
With the inability to [[jump]], [[grab]], or [[roll]] out of their shield, the player in shieldstun is susceptible to another hit or a grab. Though it is rare, this can sometimes be abused to the point of breaking a player's shield, as with Fox's and Falco's [[pillaring]] [[combo]]s or other [[shield break combo]]. However, it is more likely to see this used to [[bait]] out and [[punish]] a roll. Many multiple hit moves that hit rapidly (such as [[Fox]]'s or [[Yoshi]]'s [[down aerial]]s) hit fast enough to keep an opponent in shieldstun for the duration of the move, as a each hit lands while the opponent is still in shieldstun from the last hit. These moves can lead into a grab upon landing if performed correctly.  


[[Category:Game mechanics]]
[[Category:Game mechanics]]

Revision as of 05:22, March 18, 2015

Stub.png
Zero Suit Samus currently in shieldstun from Snake's jab.

Shieldstun is a game mechanic that can be observed when a player's shield is hit. Upon being struck while shielding, the struck character will undergo an effect similar to that of hitstun, in addition to some freeze frames. While the attacker experiences the normal freeze frames of the move, they do not undergo shieldstun, allowing them to move again before their opponent can. During the period of shieldstun, the shielding player cannot perform any of their normal out of shield options, rendering them stuck. It is possible, however, to buffer an out of shield action using the [C-Stick] while in shieldstun: Tilting the C-Stick up will buffer a jump, to the side will buffer a roll, and down will buffer a spot dodge. The action will execute on the first frame possible. In Melee, the formula for frames of shieldstun is (X + 4.45)/2.235) rounded down, where X is the amount of damage the attack would deal if it was unshielded. Additionally, shield damage the move may possess is not factored into this formula.

With the inability to jump, grab, or roll out of their shield, the player in shieldstun is susceptible to another hit or a grab. Though it is rare, this can sometimes be abused to the point of breaking a player's shield, as with Fox's and Falco's pillaring combos or other shield break combo. However, it is more likely to see this used to bait out and punish a roll. Many multiple hit moves that hit rapidly (such as Fox's or Yoshi's down aerials) hit fast enough to keep an opponent in shieldstun for the duration of the move, as a each hit lands while the opponent is still in shieldstun from the last hit. These moves can lead into a grab upon landing if performed correctly.