Shieldstun: Difference between revisions

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The ability introduced in version 1.1.3 of ''Smash 4'' to dodge-cancel blockstrings of at least 10 hits returns as well, and is now applicable to several other moves, most remarkably every [[rapid jab]], due to their increased shieldstun and much faster hit rate. This renders it vastly more useful for punishing such moves, as in the case of rapid jabs, the shielding character can usually roll behind the attacker, who will then be forced to unleash their rapid jab's finisher and become much more vulnerable. This mechanic's larger notoriety has led to it being referred to as '''shieldstun canceling''' by the community.
The ability introduced in version 1.1.3 of ''Smash 4'' to dodge-cancel blockstrings of at least 10 hits returns as well, and is now applicable to several other moves, most remarkably every [[rapid jab]], due to their increased shieldstun and much faster hit rate. This renders it vastly more useful for punishing such moves, as in the case of rapid jabs, the shielding character can usually roll behind the attacker, who will then be forced to unleash their rapid jab's finisher and become much more vulnerable. This mechanic's larger notoriety has led to it being referred to as '''shieldstun canceling''' by the community.
In earlier versions of the game, if multiple attacks hit a shield on the same frame (such as {{SSBU|King Dedede}}'s Gordo and hammer swing in [[Gordo Throw]]), shieldstun was calculated by taking the highest damage and highest shieldstun multiplier of each move, resulting in higher shieldstun than if any of the attacks hit individually. From version {{SSBU|9.0.0}} onward, each attack's shieldstun is individually calculated, and only the highest result of such is taken.


===List of moves with shieldstun multipliers===
===List of moves with shieldstun multipliers===