Shield: Difference between revisions

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m (Found through testing in Debug that Melee's shield depletion is in fact 0.28 per frame instead of 0.14 per frame as previously listed)
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A '''shield''' (known as '''Guard''' by certain technical processes) is a bubble of energy that encircles the user. A shield blocks all moves (with the exception of [[grab]]s and other [[unblockable attack]]s). <!--PLEASE DON'T add "Final Smashes" to this page nor change this to "Final Smashes". In Super Smash Bros. Brawl, Super Smash Bros. 4, and Super Smash Bros. Ultimate, there are lots of moves that aren't Final Smashes which are unblockable attacks. Most characters have at least one unblockable attack if Final Smashes are counted. But there are lots of moves that are unblockable outside of these cases. This includes being wielded by bosses, moves from rare Pokémon via Poke Balls, and moves from rare Assist Trophy characters via Assist Trophies.--> The shield is raised by pressing a certain button, which is (by default):
A '''shield''' (known as '''Guard''' by certain technical processes) is a bubble of energy that encircles the user. A shield blocks all moves (with the exception of [[grab]]s and other [[unblockable attack]]s). <!--PLEASE DON'T add "Final Smashes" to this page nor change this to "Final Smashes". In Super Smash Bros. Brawl, Super Smash Bros. 4, and Super Smash Bros. Ultimate, there are lots of moves that aren't Final Smashes which are unblockable attacks. Most characters have at least one unblockable attack if Final Smashes are counted. But there are lots of moves that are unblockable outside of these cases. This includes being wielded by bosses, moves from rare Pokémon via Poke Balls, and moves from rare Assist Trophy characters via Assist Trophies.--> The shield is raised by pressing a certain button, which is (by default):
*The [[Z button]] on the [[N64 controller]] and [[Wii Remote]] with the Nunchuk
*the [[Z button]] on the [[N64 controller]] and [[Wii Remote]] with the Nunchuk
*The [[L button|L]] or [[R button]] on the [[GameCube controller]], [[Classic Controller]], [[Wii U Pro Controller]], and [[Wii U GamePad]]
*the [[L button|L]] or [[R button]] on the [[GameCube controller]], [[Classic Controller]], [[Wii U Pro Controller]], and [[Wii U GamePad]]
*The [[B button]] on the standalone Wii Remote
*the [[B button]] on the standalone Wii Remote
*The [[R button]] on the Nintendo 3DS, or, on New 3DS models only, the [[ZL button]]
*the [[R button]] on the Nintendo 3DS, or, on New 3DS models only, the [[ZL button]]
*The [[ZL button|ZL]] or [[ZR button]] on the [[Switch Pro Controller]] and dual [[Joy-Con]]s
*the [[ZL button|ZL]] or [[ZR button]] on the [[Switch Pro Controller]] and dual [[Joy-Con]]s
*The [[SR button]] on a standalone Joy-Con
*the [[SR button]] on a standalone Joy-Con


Shielding can only be done on the ground; pressing a shield button in midair produces an [[air dodge]] instead (or has no effect in ''[[Smash 64]]''). Shields cannot be held forever; they shrink as time passes and attacks are blocked, and break when held for too long, causing the user to do a [[shield jump]] (popping them into the air before [[stun]]ning them). Otherwise, they recharge when not in use. In ''Brawl'' and ''SSB4'', when an attack hits a shield, a bit of the shield can be seen visually shattering, with pieces flying away.
Shielding can only be done on the ground; pressing a shield button in midair produces an [[air dodge]] instead (or has no effect in ''[[Smash 64]]''). Shields cannot be held forever; they shrink as time passes and attacks are blocked, and break when held for too long, causing the user to do a [[shield jump]] (popping them into the air before [[stun]]ning them). Otherwise, they recharge when not in use. In ''Brawl'' and ''SSB4'', when an attack hits a shield, a bit of the shield can be seen visually shattering, with pieces flying away.


If the [[Control Stick]] is tilted slightly, the shield can be shifted to help block attacks from specific directions. If pushed further, the shield is instead cancelled into a [[spot dodge]], [[roll]], or [[jump]] (if [[tap jump]] is turned on). In ''Super Smash Bros. Ultimate'', if the player holds the special move button, more than one shield button, or (oddly enough) the [[side taunt]] input while shielding, these options are disabled, allowing the shield to be shifted without the worry of an accident.
If the [[Control Stick]] is tilted slightly, the shield can be shifted to help block attacks from specific directions. If pushed further, the shield is instead cancelled into a [[spot dodge]], [[roll]], or [[jump]] (if [[tap jump]] is turned on). In ''Super Smash Bros. Ultimate'', if the player holds the special move button, more than one shield button, or (oddly enough) the [[side taunt]] input while shielding, these options are disabled, allowing the shield to be shifted without worry of accident.


In ''Super Smash Bros.'', the shield colors are different; they are always red, green, blue and grey for players 1–4 respectively, regardless of human/CPU settings. The color of a shield is based on the team color of the user; when not in a team battle, shields are red, blue, yellow, green, orange, cyan, purple and slate for players 1–8, respectively, and gray for [[computer player]]s. On a related note, ''Super Smash Bros.''{{'}} prototype, ''Dragon King'', featured the player's colors as red, green, blue and gray [[:File:Dragon-King--The-Fighting-Game.jpg|in that exact order]].
In ''Super Smash Bros.'', the shield colors are different; they are always red, green, blue and grey for players 1–4 respectively, regardless of human/CPU settings. The color of a shield is based on the team color of the user; when not in a team battle, shields are red, blue, yellow, green, orange, cyan, purple and slate for players 1–8, respectively, and gray for [[computer player]]s. On a related note, ''Super Smash Bros.''{{'}} prototype, ''Dragon King'', featured the player's colors as red, green, blue and gray [[:File:Dragon-King--The-Fighting-Game.jpg|in that exact order]].
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===Other properties===
===Other properties===
When the shield is hit by an attack, the user will undergo an unactionable period known as [[shieldstun]], which duration depends on the damage the attack would have done if it had been unshielded. Both the defender and (in a smaller proportion) the attacker are also pushed back; being pushed off an edge while shielding causes [[edge slipping]].
When the shield is hit by an attack, the user will undergo an inactionable period known as [[shieldstun]], which duration depends on the damage the attack would have done if it had been unshielded. Both the defender and (in a smaller proportion) the attacker are also pushed back; being pushed off an edge while shielding causes [[edge slipping]].


Certain attacks have increased [[shield damage]], meaning that they deal more damage to shields than to other targets. The [[Fan]] is one example, whose smash attack can break a shield in one hit. On the other hand, some attacks deal reduced damage to shields; this is exclusive to certain strong attacks in ''Smash 64'', such as the Hammer.
Certain attacks have increased [[shield damage]], meaning that they deal more damage to shields than to other targets. The [[Fan]] is one example, whose smash attack can break a shield in one hit. On the other hand, some attacks deal reduced damage to shields; this is exclusive to certain strong attacks in ''Smash 64'', such as the Hammer.


While shielding in ''[[Melee]]'', one can adjust the depression of the L or R button to alter the density of the shield. A light shield will cover a wider area and shrink more slowly than a dense shield, but the user will skid back a larger distance when hit. If one uses the Z button to shield, the shield will be the maximum size, however, this shield will take a bit longer to put up, as the character will try to grab first. Variable shield density was removed in later games, presumably because it can only be used with a GameCube Controller or the original Wii Classic Controller (no other controller has analog buttons).
While shielding in ''[[Melee]]'', one can adjust the depression of the L or R button to alter the density of the shield. A light shield will cover a wider area and shrink more slowly than a dense shield, but the user will skid back a larger distance when hit. If one uses the Z button to shield, the shield will be maximum size, however this shield will take a bit longer to put up, as the character will try to grab first. Variable shield density was removed in later games, presumably because it can only be used with a GameCube Controller or the original Wii Classic Controller (no other controller has analog buttons).


If a shield is fully raised and blocks an incoming attack during the first 4 [[frame]]s (3 in ''SSB4''), the attack will be [[powershield]]ed, resulting in the shield taking no damage. In ''Melee'', powershielding can also [[reflect]] projectiles back to opponents at half their usual damage during the first 2 frames, and in ''SSB4'', powershielding reduces shield stun by 25% after the [[1.1.1]] patch. In ''Ultimate'', powershielding is instead done by dropping the shield sometime after it is raised, with a window of 5 frames after the attack connects, and has higher rather than lower shield stun.
If a shield is fully raised and blocks an incoming attack during the first 4 [[frame]]s (3 in ''SSB4''), the attack will be [[powershield]]ed, resulting in the shield taking no damage. In ''Melee'', powershielding can also [[reflect]] projectiles back to opponents at half their usual damage during the first 2 frames, and in ''SSB4'', powershielding reduces shieldstun by 25% after the [[1.1.1]] patch. In ''Ultimate'', powershielding is instead done by dropping the shield some time after it is raised, with a window of 5 frames after the attack connects, and has higher rather than lower shieldstun.


{|class="wikitable"
{|class="wikitable"
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|''[[SSB64]]''||55||1.0x||3.75 (0.0625 per frame)||6 (0.1 per frame)||30
|''[[SSB64]]''||55||1.0x||3.75 (0.0625 per frame)||6 (0.1 per frame)||30
|-
|-
|''[[Melee]]''||60||0.7x*||8.4 (0.14 per frame)||4.2 (0.07 per frame)||30
|''[[Melee]]''||60||0.7x*||8.4 (0.28 per frame)||4.2 (0.07 per frame)||30
|-
|-
|''[[Brawl]]''||50||0.7x*||16.8 (0.28 per frame)||4.2 (0.07 per frame)||30
|''[[Brawl]]''||50||0.7x*||16.8 (0.28 per frame)||4.2 (0.07 per frame)||30
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<small><nowiki>**</nowiki> Additional shield damage ''is'' affected.</small>
<small><nowiki>**</nowiki> Additional shield damage ''is'' affected.</small>


The comparatively strong shields in ''Smash 64'' may be tied into the reason as to why said game's [[throw]]s are rather powerful; having strong throws would discourage players from overusing their powerful shields. Furthermore, if an attack hits a shield in ''Smash 64'', any throws done out of a subsequent shield grab will only do half damage, reducing viable [[out of shield]] options. On the other hand, shields in ''SSB4'' are notoriously fragile, and can break very easily against moves with high shield damage such as [[Bowser Bomb]] or {{SSB4|Ganondorf}}'s [[up tilt]], which discourages their overuse unless the player can powershield precisely. However, shields in ''SSB4'' are also the second-fastest at regenerating, and the second slowest at depleting when held, meaning that one does not have to wait as long before reusing their shield, and also do not have to worry about beginning to shield to block an incoming attack too early. ''Ultimate's'' shield health mechanics are largely unchanged, however, shields now deplete slightly more quickly, discouraging excessively holding a shield.
The comparatively strong shields in ''Smash 64'' may be tied into the reason as to why said game's [[throw]]s are rather powerful; having strong throws would discourage players from overusing their powerful shields. Furthermore, if an attack hits a shield in ''Smash 64'', any throws done out of a subsequent shield grab will only do half damage, reducing viable [[out of shield]] options. On the other hand, shields in ''SSB4'' are notoriously fragile, and can break very easily against moves with high shield damage such as [[Bowser Bomb]] or {{SSB4|Ganondorf}}'s [[up tilt]], which discourages their overuse unless the player can powershield precisely. However, shields in ''SSB4'' are also the second fastest at regenerating, and the second slowest at depleting when held, meaning that one does not have to wait as long before reusing their shield, and also does not have to worry about beginning to shield to block an incoming attack too early. ''Ultimate's'' shield health mechanics are largely unchanged, however shields now deplete slightly more quickly, discouraging excessively holding shield.


==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]]
Each [[character]] has a shield with a particular size and strength. With each hit inflicted within a period of time, the shield will diminish until it is broken. This results in the character being thrown into the air and being stunned for a few moments after landing. Stun time is dependent on damage; characters with more damage will be stunned for less time. This phenomenon is known as a '''shield break'''.
Each [[character]] has a shield with a particular size and strength. With each hit inflicted within a period of time, the shield will diminish until it is broken. This results in the character being thrown into the air, and being stunned for a few moments after landing. Stun time is dependent on damage; characters with more damage will be stunned for less time. This phenomenon is known as a '''shield break'''.


The purpose of a shield breaking is, along with grabbing, to prevent a player from staying in his or her shield indefinitely. Instead, the shield will get smaller and smaller, exposing more of the character to attack until either the character suffers a [[shield stab]] or the entire shield is depleted. Shield breaking moves are either ones that can be [[combo]]ed to prevent a character from rolling out or from dropping the shield without being hit or ones that deal enough shield damage to break the shield in one hit. Certain moves, like [[Marth]]'s fully charged [[Shield Breaker]], can break shields in one hit. Items like the [[Fan]] and [[Mr. Saturn]] are also very effective shield breakers.
The purpose of a shield breaking is, along with grabbing, to prevent a player from staying in his or her shield indefinitely. Instead, the shield will get smaller and smaller, exposing more of the character to attack until either the character suffers a [[shield stab]] or the entire shield is depleted. Shield breaking moves are either ones that can be [[combo]]ed to prevent a character from rolling out or from dropping the shield without being hit or ones that deal enough shield damage to break the shield in one hit. Certain moves, like [[Marth]]'s fully charged [[Shield Breaker]], can break shields in one hit. Items like the [[Fan]] and [[Mr. Saturn]] are also very effective shield breakers.