Super Smash Bros. series
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Out of shield: Difference between revisions

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==Differences between games==
==Differences between games==
Between the different games in the ''Smash Bros.'' series, the amount of [[shieldstun]] has varied. As shieldstun disables a player's ability to use any of their out of shield options, the more shieldstun a game has, the more difficult it becomes to get out of shield. It is easiest to OoS in ''Brawl'' both because the amount of shieldstun is lower than in the other games, and because it takes only 7 frames for a player to drop a shield, making it viable for a player to drop their shield and then use any move. Conversely, it is the hardest to use OoS techniques in ''Smash 64'' because of its high shieldstun.
Between the different games in the ''Smash Bros.'' series, the amount of [[shieldstun]] has varied. As shieldstun disables a player's ability to use any of their out of shield options, the more shieldstun a game has, the more difficult it becomes to get out of shield. It is easiest to OoS in ''Brawl'' both because the amount of shieldstun is lower than in the other games, and because it takes only 7 frames for a player to drop a shield, making it viable for a player to drop their shield and then use any move. Conversely, it is the hardest to use OoS techniques in ''Smash 64'' because of its high shieldstun. An example of this is that if a move deals 15%, it will have 28 frames of shieldstun in ''Smash 64'' but in ''Brawl'', it will only have 5 frames of shieldstun.  


The amount of time it takes to drop shield without any shieldstun also varies between games. It takes 7 frames to drop shield in ''Smash 64'', ''Brawl'', and ''Smash 4'', 11 frames to drop shield in ''Ultimate'', and 15 frames in ''Melee''. One exception with this however is with [[Yoshi]] prior to ''Smash 4''. His shield drop is 15 frames long in ''Smash 64'' and 16 frames long in ''Melee'' and ''Brawl''.
The amount of time it takes to drop shield without any shieldstun also varies between games. It takes 7 frames to drop shield in ''Smash 64'', ''Brawl'', and ''Smash 4'', 11 frames to drop shield in ''Ultimate'', and 15 frames in ''Melee''. One exception with this however is with [[Yoshi]] prior to ''Smash 4''. His shield drop is 15 frames long in ''Smash 64'' and 16 frames long in ''Melee'' and ''Brawl''.
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''Ultimate'' also allows players to use their up smash or up special out of shield without dropping shield or inputting a jump first. This particularly benefits up smashes as they can now be performed on the first possible frame rather than the second possible frame. Additionally in ''Ultimate'', if a player drops shield within 5 frames of an attack, the player performs a [[perfect shield]], which can allow for harder punishes.
''Ultimate'' also allows players to use their up smash or up special out of shield without dropping shield or inputting a jump first. This particularly benefits up smashes as they can now be performed on the first possible frame rather than the second possible frame. Additionally in ''Ultimate'', if a player drops shield within 5 frames of an attack, the player performs a [[perfect shield]], which can allow for harder punishes.
==Technical details==
Understanding what the best OoS option to use is requires extensive knowledge of frame data. The player first needs to understand what their fastest options are and how useful they are. The faster a move is, the more moves it can punish. The usefulness of the option depends on its range, strength and reliability. For example, while {{SSBM|Zelda}}'s up smash in ''Melee'' is a frame 6 OoS option (her fastest option by a large margin), it is rather useless due to its abysmal range and reliability; with the move failing to hit multiple characters and even if it does, the opponent can easily escape the move. {{SSBM|Bowser}}'s [[Whirling Fortress]] in ''Melee'' is also a frame 6 OoS option but it is much more useful due to its greater range, ability to KO, its intangibility frames during its startup (which allows him to plow through moves, even if the move is not a guaranteed punish) and the fact that Bowser can move around while using it.
Knowing how fast an option is depends on what kind of option it is. An up special or an up smash simply requires knowing the normal startup frames of the move (in addition to an extra frame prior to ''Ultimate'' for up smashes and up specials prior to ''Brawl''). An aerial requires the jumpsquat frames as well as the startup of the aerial. In ''Ultimate'', all jumpsquats are 3 frames so for every character, the speed of an aerial OoS is 3 + the aerial's startup frames. Jumpsquat lengths in the earlier games however depend on the character, so the player has to memorise their character's jumpsquat frames to make the most out of punishing OoS. A shield drop simply requires the player to add the length of the shield drop (which is 7, 11 or 15 frames depending on the game) to the startup lag of the move. For shields grabs, the player needs to know the startup frames of the grab and in ''Ultimate'', the players needs to additionally add an extra 4 frames onto the startup.
The second important thing needed to understand the best OoS option to use is knowing the frame advantage the opponent's attack has on shield. Frame advantage in this case is the difference (in frames) between when the attacker can perform an option and when the shielding opponent can perform an OoS option. Shield advantage is determined by how much shieldstun the move causes and how much ending lag the move has. If a move has high shieldstun and low ending lag, it will grant a greater frame advantage than a move with lower shieldstun and higher ending lag. If the attacker can act the same frame that the opponent can drop shield or perform an out of shield option, the attack is neutral (or +/-0 frames) on shield. If the shielding opponent can act before the attacker, the move grants frame disadvantage (or - frames) on shield. If the attacker can act before the shielding opponent, the move will grant frame advantage (or + frames) on shield.
Most attacks in the ''Smash Bros.'' series (at least after ''Smash 64''), grant a frame disadvantage on shield. Moves with a greater frame disadvantage on shield can be punished by a wider arrange of OoS options. For example, if [[Mario]] is shielding and he is hit by an attack which is only -4 on shield, his only guaranteed punish is his [[Super Jump Punch]] (as well as [[Mario Tornado]] in ''Smash 64''), as the opponent can shield any other attack he has or they can use a defensive option (such as roll, spotdodge, or an attack with intangibility, invincibility or super armor if the character possesses an attack with one of those properties) to avoid his grab. If a move is -30 however, Mario has enough time to drop his shield and hit his opponent with a forward smash (or almost any other attack he has). The shielding opponent should always go for the strongest punish they can. Using Mario shielding a -30 attack as an example again, while Mario can Super Jump Punch, he shouldn't use it as it will not KO the opponent. If Mario uses a forward smash, it will KO the opponent if their percent is high enough. As a result, Mario should opt to use to forward smash as it will grant him a greater reward. He should only use Super Jump Punch for less punishable moves when it is either his only option or if he has no other more effective practical option.
If an attack cannot be punished out of shield, it is considered to be "safe on shield". If an attack is safe, the attacking opponent can either shield, use a defensive option or use an attack to shield, avoid or even beat any of the shielding opponent's OoS options. Whether a move is safe or not can be character dependent as some characters can punish OoS earlier than others. When a move is universally safe however in all games is when an attack is -2 (so the attacker can only act 2 frames earlier than the shielding opponent) on shield or less. In this case, the shielding opponent should either keep shielding or perform a defensive option. While the shielding opponent can still use an OoS option, it is riskier as it is not guaranteed to hit the attacker (who can then potentially punish the failed OoS option). If a move grants frame advantage (+ frames) on shield, the attacker can act before the shielding opponent can. If the attacker throws out an attack before the shielding opponent can act, it will hit their shield before they can use any of their OoS options. In the most extreme cases, this can lead into a [[shield break combo]].
When frame data resources state the frame advantage a move has on shield, it makes certain assumptions. For grounded moves, they assume that the move is landed on the first possible frame. For aerials, they assume that you land the frame after landing the move (''Smash 64'' and ''Melee'' resources will also take [[L-cancel]]ling into account in this situation). Because of this, an attack may be safer or less safe than what is commonly stated within an actual match. As a result, a move can sometimes be punished, even if it should be safe in theory. Additionally, an unsafe move can go unpunished if the shielding opponent mistimes their OoS option (which is especially easy to do in earlier ''Smash'' title) or if the attack is landed during its later active frames, giving the shielding opponent less time to punish.
This concept is not exclusive to the ''Smash Bros.'' series as it also applies to any other traditional fighting game. The main difference between ''Smash Bros.'' and other fighting games however is that in other fighting games, the player has access to their entire moveset immediately after blocking while in ''Smash'', the player has restrictions on what they can do due to how shields work (except after [[perfect shield]]ing).


==Examples of OoS moves==
==Examples of OoS moves==

Revision as of 08:52, April 4, 2020

This is what it's suppose to look like?
Zero Suit Samus grabbing Marth out of shield in Brawl.
First, Kirby shows the length of his shield drop animation by holding down shield during it. Then, he drops the shield and performs an up smash during the animation.
Kirby using an up smash during the guard-off frames.

Out of shield (abbreviated as OoS) options are any moves or other actions that can be performed while a character is shielding. These moves are usually used in response to shield pressure from an opponent. Since only some actions can be performed out of shield, the player who is shielding has fewer options both for fighting back and for movement. A character's set of out of shield options consists both of "built-in" moves from shield such as grabs and rolls, as well as many other moves like wavedashes, aerials, and up smashes. Moves that have high ending lag or very little range are easiest to punish by performing a move OoS.

Of all of the options that a player has while shielding, the most important option is jumping. Players can cancel the startup of the jump with either an up smash or an up special. Any aerial can be performed immediately after jumping, or the player can wavedash or simply jump away. How soon a character will have access to their aerial options depends on the length of their jumpsquat. A shorter jumpsquat allows the player to access their aerials sooner, which is beneficial. While all up smashes and up specials are technically out of shield options, as they can be used while shielding, not many of them are effective. For example, Falco's Fire Bird in Melee can be used directly from shield, but is essentially useless due to its lack of hitbox while charging. The same goes for many characters' rolls or grabs, especially if they suffer from long lag. The quicker a move and the better its range, the better the move is OoS.

Starting in Melee, characters who can jump out of shield can also jump during their guard-off animation, providing all the same options as jumping OoS.

Differences between games

Between the different games in the Smash Bros. series, the amount of shieldstun has varied. As shieldstun disables a player's ability to use any of their out of shield options, the more shieldstun a game has, the more difficult it becomes to get out of shield. It is easiest to OoS in Brawl both because the amount of shieldstun is lower than in the other games, and because it takes only 7 frames for a player to drop a shield, making it viable for a player to drop their shield and then use any move. Conversely, it is the hardest to use OoS techniques in Smash 64 because of its high shieldstun. An example of this is that if a move deals 15%, it will have 28 frames of shieldstun in Smash 64 but in Brawl, it will only have 5 frames of shieldstun.

The amount of time it takes to drop shield without any shieldstun also varies between games. It takes 7 frames to drop shield in Smash 64, Brawl, and Smash 4, 11 frames to drop shield in Ultimate, and 15 frames in Melee. One exception with this however is with Yoshi prior to Smash 4. His shield drop is 15 frames long in Smash 64 and 16 frames long in Melee and Brawl.

When a character jumps out of shield in Smash 64, they are intangible for the first two frames of their jumpsquat. This can be used as a quick defensive option to avoid attacks, which can then lead into either an aerial or an up smash/up special. This was removed in all later entries however.

Another change which occured in Brawl is that players can now perform an up special during the first frame of their jumpsquat. In Smash 64 and Melee, the player would have to jump from one frame before they could up special or up smash. In Brawl however, the player can now perform an up special the same frame as their jump begins, effectively allowing every chracter to perform their up special one frame earlier OoS. As an example of the effect this has, Marth's Dolphin Slash comes out on frame 5 in all games. In Melee, it cannot be done until frame 6 OoS but from Brawl onwards, it can now be performed on frame 5 OoS. This change was not made to up smashes however, so the player still has to jump for one frame in Brawl and Smash 4 before they can up smash.

Ultimate also allows players to use their up smash or up special out of shield without dropping shield or inputting a jump first. This particularly benefits up smashes as they can now be performed on the first possible frame rather than the second possible frame. Additionally in Ultimate, if a player drops shield within 5 frames of an attack, the player performs a perfect shield, which can allow for harder punishes.

Technical details

Understanding what the best OoS option to use is requires extensive knowledge of frame data. The player first needs to understand what their fastest options are and how useful they are. The faster a move is, the more moves it can punish. The usefulness of the option depends on its range, strength and reliability. For example, while Zelda's up smash in Melee is a frame 6 OoS option (her fastest option by a large margin), it is rather useless due to its abysmal range and reliability; with the move failing to hit multiple characters and even if it does, the opponent can easily escape the move. Bowser's Whirling Fortress in Melee is also a frame 6 OoS option but it is much more useful due to its greater range, ability to KO, its intangibility frames during its startup (which allows him to plow through moves, even if the move is not a guaranteed punish) and the fact that Bowser can move around while using it.

Knowing how fast an option is depends on what kind of option it is. An up special or an up smash simply requires knowing the normal startup frames of the move (in addition to an extra frame prior to Ultimate for up smashes and up specials prior to Brawl). An aerial requires the jumpsquat frames as well as the startup of the aerial. In Ultimate, all jumpsquats are 3 frames so for every character, the speed of an aerial OoS is 3 + the aerial's startup frames. Jumpsquat lengths in the earlier games however depend on the character, so the player has to memorise their character's jumpsquat frames to make the most out of punishing OoS. A shield drop simply requires the player to add the length of the shield drop (which is 7, 11 or 15 frames depending on the game) to the startup lag of the move. For shields grabs, the player needs to know the startup frames of the grab and in Ultimate, the players needs to additionally add an extra 4 frames onto the startup.

The second important thing needed to understand the best OoS option to use is knowing the frame advantage the opponent's attack has on shield. Frame advantage in this case is the difference (in frames) between when the attacker can perform an option and when the shielding opponent can perform an OoS option. Shield advantage is determined by how much shieldstun the move causes and how much ending lag the move has. If a move has high shieldstun and low ending lag, it will grant a greater frame advantage than a move with lower shieldstun and higher ending lag. If the attacker can act the same frame that the opponent can drop shield or perform an out of shield option, the attack is neutral (or +/-0 frames) on shield. If the shielding opponent can act before the attacker, the move grants frame disadvantage (or - frames) on shield. If the attacker can act before the shielding opponent, the move will grant frame advantage (or + frames) on shield.

Most attacks in the Smash Bros. series (at least after Smash 64), grant a frame disadvantage on shield. Moves with a greater frame disadvantage on shield can be punished by a wider arrange of OoS options. For example, if Mario is shielding and he is hit by an attack which is only -4 on shield, his only guaranteed punish is his Super Jump Punch (as well as Mario Tornado in Smash 64), as the opponent can shield any other attack he has or they can use a defensive option (such as roll, spotdodge, or an attack with intangibility, invincibility or super armor if the character possesses an attack with one of those properties) to avoid his grab. If a move is -30 however, Mario has enough time to drop his shield and hit his opponent with a forward smash (or almost any other attack he has). The shielding opponent should always go for the strongest punish they can. Using Mario shielding a -30 attack as an example again, while Mario can Super Jump Punch, he shouldn't use it as it will not KO the opponent. If Mario uses a forward smash, it will KO the opponent if their percent is high enough. As a result, Mario should opt to use to forward smash as it will grant him a greater reward. He should only use Super Jump Punch for less punishable moves when it is either his only option or if he has no other more effective practical option.

If an attack cannot be punished out of shield, it is considered to be "safe on shield". If an attack is safe, the attacking opponent can either shield, use a defensive option or use an attack to shield, avoid or even beat any of the shielding opponent's OoS options. Whether a move is safe or not can be character dependent as some characters can punish OoS earlier than others. When a move is universally safe however in all games is when an attack is -2 (so the attacker can only act 2 frames earlier than the shielding opponent) on shield or less. In this case, the shielding opponent should either keep shielding or perform a defensive option. While the shielding opponent can still use an OoS option, it is riskier as it is not guaranteed to hit the attacker (who can then potentially punish the failed OoS option). If a move grants frame advantage (+ frames) on shield, the attacker can act before the shielding opponent can. If the attacker throws out an attack before the shielding opponent can act, it will hit their shield before they can use any of their OoS options. In the most extreme cases, this can lead into a shield break combo.

When frame data resources state the frame advantage a move has on shield, it makes certain assumptions. For grounded moves, they assume that the move is landed on the first possible frame. For aerials, they assume that you land the frame after landing the move (Smash 64 and Melee resources will also take L-cancelling into account in this situation). Because of this, an attack may be safer or less safe than what is commonly stated within an actual match. As a result, a move can sometimes be punished, even if it should be safe in theory. Additionally, an unsafe move can go unpunished if the shielding opponent mistimes their OoS option (which is especially easy to do in earlier Smash title) or if the attack is landed during its later active frames, giving the shielding opponent less time to punish.

This concept is not exclusive to the Smash Bros. series as it also applies to any other traditional fighting game. The main difference between Smash Bros. and other fighting games however is that in other fighting games, the player has access to their entire moveset immediately after blocking while in Smash, the player has restrictions on what they can do due to how shields work (except after perfect shielding).

Examples of OoS moves

  • All grabs are effective OoS moves (known as shield grabbing). Some characters like King Dedede in Brawl and Marth in Melee have fast grabs with great grab reach, allowing them to punish most attacks with a shield grab, while some like Ganondorf have very poor grabbing reach and will have to be very close to the opponent in order to punish with a shield grab. Tether grabs have even better reach than other grabs but are much slower. As such, they tend to be more effective at shield grabbing after being hit by a slow but strong attack that causes non-tether grabbers to slide too far away to shield grab but is less effective shield grabbing weaker but faster moves, where they may be too slow to grab in time. In Ultimate, four additional frames of startup lag have been added when performing a shield grab after blocking an attack, making shield grabbing less effective than in previous games and more punishable overall.
  • Jumping (not possible for Yoshi in Melee and Brawl).
  • Many characters have many aerial moves that are quick and thus can be used as a response out of shield. In Ultimate, the short hop aerial shortcut allows aerial attacks to be used more effectively as out-of-shield options when combined with the universal 3-frame jumpsquat.
  • Wavedashing can be used from a jump in Melee, to either retreat or advance. A Wavedash straight down can also be used, since it's faster than dropping the shield for some characters.
  • Fox and Falco's shines in Melee can be used OoS by jumping and using them immediately after leaving the ground. The shine cancels the momentum from the jump and the character returns to the ground, able to jump out of the shine. This technique is nearly identical to multishining.
  • Any up special move can be used from the shield by jump canceling, except for Yoshi's in Melee and Brawl. Some are more effective than others, though. In Ultimate, jump-canceling is not necessary in order to perform an up special out of shield, as one can merely drop one's shield and bypass the shield-dropping animation entirely with an up special input; if the C-Stick is set to special moves, one can also merely flick it upward while shielding to perform an immediate up special out of shield.
  • Bowser's Whirling Fortress, which is very fast with adequate horizontally reach while striking powerfully. It also allows Bowser to move pretty far across the ground in either direction, allowing Bowser to escape pressure easily.
  • Donkey Kong's Spinning Kong, which works similarly to Bowser's, except much slower, much weaker (except in Ultimate, where it is actually stronger), and while Donkey Kong can move just as far as Bowser's forward, he barely moves if he tries going backward. However, it grants Donkey Kong super armor in SSB4 and Ultimate, unlike Whirling Fortress.
  • Link's Spin Attack, which is decently fast with a great horizontal reach that strikes equally on both sides. It's very powerful in Melee but lacks KO power in Brawl when uncharged.
  • Mario's Super Jump Punch, which with a start-up of three frames, is one of the fastest possible attacks out of shield. It deals low damage and knockback, however, and is very punishable if it misses due to its helplessness and high landing lag, limiting its effectiveness.
  • Dr. Mario's Super Jump Punch comes out on frame 3, and is strong at the start which provides an offensive option, especially when a move is perfect shielded.
  • Marth's Dolphin Slash, which has a very fast five frame start-up, with great horizontal reach, and striking powerfully (moreso in Brawl). In Brawl, it also has intangibility during its start-up, which can allow Marth to use it while opponents are attacking his shield with multi-hitting moves. While extremely effective and capable of punishing nearly any move out of shield, it carries great risk, as it leaves Marth helpless in the air while causing him to sustain heavy lag when he lands.
  • Meta Knight's Shuttle Loop, which works similarly to Marth's Dolphin Slash, except it hits vertically when initiated on the ground and has less horizontal reach. However, since Meta Knight can glide away at the end of Shuttle Loop, it carries none of the risks Dolphin Slash does.
  • Zelda's Farore's Wind is a very powerful, as well as deadly OoS option, the first hit combos into the second; this combo is often called "the elevator". However, it is very risky to use carelessly as if she misses, she will be left open to punishes.
  • Mr. Game & Watch's Fire in Ultimate is an extremely effective attack out of shield thanks to its frame 3 hitbox with a decent range that can be comboed directly into Mr. Game & Watch's own aerials.
  • Chrom's Soaring Slash possesses immense range on the first hit and impressive damage output should all of its hits connect, which makes it an extremely effective out of shield option.
  • Any jump-canceled up smash can be used from shield, except for Yoshi's in Melee and Brawl. Many of these are situational, as they are either too slow or have an insufficient horizontal range to hit an attacking opponent out of shield. Some though can be especially effective, however. In Ultimate, jump-canceling is not necessary in order to perform an up smash out of shield, as one can merely drop one's shield and bypass the shield-dropping animation entirely with an up special input; if the C-Stick is set to smash attacks (which is used by default), one can also merely flick it upward while shielding to perform an immediate up smash out of shield.
  • Charizard's, which is decently fast with large hitboxes that reach decently far horizontally, while also being quite powerful. It also strikes on both sides, but there is a delay to the second hit that strikes behind, which is usually too long for it to effectively hit an opponent attacking from behind.
  • Fox's, which has a combination of fast start-up, decent horizontal reach, and fearsome power. It can't effectively punish those attacking from behind however, as it doesn't reach behind until the end of the move, and it has less horizontal reach striking behind while striking much weaker.
  • Olimar's, while its horizontal reach is poor, strikes equally on both sides, and is very fast while being very powerful (especially if done with a Purple Pikmin), enough so that it can be even deadlier than Fox's.
  • Marth's in Brawl, as it is decently fast and has moderately sized vacuum hitboxes on the sides that suck opponents into the main attack, dealing very high damage to those who attack Marth's shield a bit too close.
  • Wolf's, which with its decent start-up and horizontal reach that strikes equally on both sides, combined with Wolf's high traction, is perhaps the most landable up smash out of shield. It allows Wolf to punish a variety of moves from various positions with it.
  • While this is not generally used as a punish, Lucario's Aura Sphere charging hitbox can be canceled with shield, allowing it to perform a jump-canceled up smash as a kill confirm while its opponent remains in hitstun. The effectiveness of this technique scales with aura; due to the fact that the charging hitbox's size increases with aura, it becomes considerably more difficult to escape from at higher percents. Note that up smash can be substituted for Lucario's additional kill options, such as back air.
  • Some characters have the same freedom while shielding.
  • Duck Hunt's special moves, when deployed, can be used while shielding, and this provides an attack option while defending.
  • Rolling (which also allows glide tossing).
  • Sidestepping, while not especially effective at moving the player away from danger or countering with a hit, can be used out of shield.
  • Quick shield-dropped moves (almost exclusively in Brawl) like many jabs and tilts.