Shieldstun: Difference between revisions

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*'''d''' is the base [[damage]] of the attack, rounded down. Usually that corresponds to the [[damage]] the attack would deal if not shielded. However, many thrown items deal additional damage on hit based on the speed of the item, and that extra damage doesn't contribute to shieldstun.
*'''d''' is the base [[damage]] of the attack, rounded down. Usually that corresponds to the [[damage]] the attack would deal if not shielded. However, many thrown items deal additional damage on hit based on the speed of the item, and that extra damage doesn't contribute to shieldstun.
*'''a''' is <code>0.65 * (1 - ((s - 0.3) / 0.7))</code>, where '''s''' describes the analog shield level used, and is equal to <code>n / 140</code>, with '''n''' ranging between 43 and 140 depending on how much the shield button is pressed.<ref>https://smashboards.com/threads/official-ask-anyone-frame-things-thread.313889/page-28#post-20577303</ref> As a result, '''s''' can be as low as 0.30714 with the lightest possible shield, and caps at 1 with a full shield. Shielding with the Z button corresponds to <code>s = 0.35</code>, or <code>n = 49/140</code>.  
*'''a''' is <code>0.65 * (1 - ((s - 0.3) / 0.7))</code>, where '''s''' describes the analog shield level used, and is equal to <code>n / 140</code>, with '''n''' ranging between 43 and 140 depending on how much the shield button is pressed.<ref>https://smashboards.com/threads/official-ask-anyone-frame-things-thread.313889/page-28#post-20577303</ref> As a result, '''s''' can be as low as 0.30714 with the lightest possible shield, and caps at 1 with a full shield. Shielding with the Z button corresponds to <code>s = 0.35</code>, or <code>n = 49/140</code>.  
**The general formula can be approximately simplified to <code>d * 0.45 + 1.99</code> for a full press, and <code>d * 1.4 + 2</code> for the lightest press, resulting in a significant difference. For example, an attack that deals 13% damage will inflict 7 frames of shieldstun with a full shield, and 20 frames with the lightest possible shield.
**The general formula can be approximately simplified to <code>d * 0.45 + 1.99</code> for a full press (yields correct shieldstun up to d=28%), and <code>d * 1.4 + 2</code> for the lightest press (correct stun up to d=26%), resulting in a significant difference. For example, an attack that deals 13% damage will inflict 7 frames of shieldstun with a full shield, and 20 frames with the lightest possible shield.


This amount of shieldstun, while heavily reduced, is still sufficient to leave smart and quick attackers at an advantage. Many moves are unsafe on shield, and it is possible for defending players to capitalize on such hits. But many moves, especially certain aerials, are still safe. Pressuring an opponent's shield is challenging and risky, but highly rewarding. Often, despite a move merely breaking even on shield, or even being a few frames negative, the attacker will still have an advantage. Options out of shield, especially movement, are so limited that good spacing or quick [[dash dancing]] out of lag allow the attacker to safely pressure despite frame disadvantage.
This amount of shieldstun, while heavily reduced, is still sufficient to leave smart and quick attackers at an advantage. Many moves are unsafe on shield, and it is possible for defending players to capitalize on such hits. But many moves, especially certain aerials, are still safe. Pressuring an opponent's shield is challenging and risky, but highly rewarding. Often, despite a move merely breaking even on shield, or even being a few frames negative, the attacker will still have an advantage. Options out of shield, especially movement, are so limited that good spacing or quick [[dash dancing]] out of lag allow the attacker to safely pressure despite frame disadvantage.
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