Perfect shield: Difference between revisions

1,436 bytes added ,  3 years ago
Added a lot more detail for Ultimate, including a recently discovered bug
(Added a lot more detail for Ultimate, including a recently discovered bug)
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[[File:Peach Powershield Laser.gif|right|thumb|220px|In ''Melee'', anytime during the first 2 frames of activation, powershielding will reflect any projectile, even ones that have already been powershielded. ]]
[[File:Peach Powershield Laser.gif|right|thumb|220px|In ''Melee'', during the first two frames of shield activation, powershielding will reflect any projectile, even ones that have already been powershielded.]]
A '''perfect shield''' ({{ja|ジャストシールド|Jasuto shīrudo}}, '''Just shield''') (officially called the '''Power Shield''' in ''Melee'') is a technique where one activates a full [[shield]] such that it connects with an incoming [[attack]] on the first few frames. In order for the technique to be executed, one must rely on timing and skill. When the opponent is ready to strike, the player must quickly use the shield. If done correctly, the [[character]] takes no [[shield damage]] (or [[shieldstun]] if a projectile was powershielded) and may immediately perform a counterattack while the attacker is stuck in [[hitlag]]. The powershield technique in ''[[Melee]]'', ''[[Brawl]]'', ''[[SSB4]]'' and ''[[Ultimate]]'' is comparable to a parry in traditional fighting games, as it results in little to no knockback and freezes the opponent for a couple frames.
A '''perfect shield''' ({{ja|ジャストシールド|Jasuto shīrudo}}, '''Just shield''') (officially called the '''Power Shield''' in ''Melee'') is a technique where one activates a full [[shield]] such that it connects with an incoming [[attack]] on the first few frames. In order for the technique to be executed, one must rely on timing and skill. When the opponent is ready to strike, the player must quickly use the shield. If done correctly, the [[character]] takes no [[shield damage]] (or [[shieldstun]] if a projectile was powershielded) and may immediately perform a counterattack while the attacker is stuck in [[hitlag]]. The powershield technique in ''[[Melee]]'', ''[[Brawl]]'', ''[[Smash 4]]'' and ''[[Ultimate]]'' is comparable to a parry in traditional fighting games, as it results in little to no knockback and freezes the opponent for a couple frames.


Perfect shielding up through ''SSB4'' is done by quickly and fully depressing a shield button four frames before an attack connects. If done correctly, there will be a significant flash on the shield and a distinctive "chlink" sound (with the exception of ''SSB4'', where a softer sound plays instead). Because it is technically a shield, it is ineffective against [[grab]]s. In ''Melee'', powershielding can [[reflect]] [[projectile]]s during the first two frames, although they deal half their usual damage (unlike other reflectors, which increase their damage), and [[Poké Ball]]s reflected in this way retain the ownership of the character that threw them. In ''Brawl'' and ''SSB4'', perfect shielding merely redirects projectiles at an angle without changing their ownership.
Perfect shielding up until ''Smash 4'' is done by quickly and fully depressing a shield button four frames before an attack connects. If done correctly, there will be a significant flash on the shield and a distinctive "chlink" sound (with the exception of ''Smash 4'', where a softer sound plays instead). Because it is technically a shield, it is ineffective against [[grab]]s and [[unblockable attack]]s. In ''Melee'', powershielding can [[reflect]] [[projectile]]s during the first two frames, although they deal half their usual damage (unlike other reflectors, which increase their damage), and [[Poké Ball]]s reflected this way retain the ownership of the character that threw them. In ''Brawl'' and ''Smash 4'', perfect shielding merely redirects projectiles at an angle without changing their ownership.


In ''Ultimate'' the method has been reversed; after a shield has already been raised, perfect shielding is done by releasing the shield button immediately before an attack connects. If performed correctly the defending character will flash. ''Both'' characters will enter [[hitlag]], but the defending character is still able to recover much quicker for a counterattack.
In ''Ultimate'' the method has been reversed; after a shield has already been raised, perfect shielding is done by releasing the shield button immediately before an attack connects. If performed correctly, the defending character flashes, and both characters enter [[hitlag]], but the defending character is still able to recover much quicker for a counterattack.


[[CPU]] players, especially level 9s, use this technique a lot to reflect projectiles in ''Melee'', and against any oncoming attack since ''Brawl''. Human players don't use it as much simply because of the reaction times and precision usually required, and as such, it often comes as a surprise and can momentarily disrupt a match. However, it has been made easier to take advantage of in ''Brawl'' onwards than in ''Melee'' due to the ability to drop one's shield twice as fast. At high level play, powershielding in ''Melee'' can be used to reflect a wave of incoming projectiles such as Falco's laser, to punish [[camping]].  
[[CPU]] players, especially at level 9, use this technique a lot to reflect projectiles in ''Melee'', and against any oncoming attack since ''Brawl''. It is not used often by human players due to the reaction times and precision usually required, and as such, it often comes as a surprise and can momentarily disrupt a match. However, it has been made easier to take advantage of in ''Brawl'' onwards than in ''Melee'' due to the ability to drop one's shield faster. At high level play, powershielding in ''Melee'' can be used to reflect a wave of incoming projectiles such as Falco's laser, to punish [[camping]].


==In ''[[Super Smash Bros. Melee]]''==
==In ''[[Super Smash Bros. Melee]]''==
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==In ''[[Super Smash Bros. Ultimate]]''==
==In ''[[Super Smash Bros. Ultimate]]''==
[[File:PerfectShieldUltimate.gif|thumb|{{SSBU|Mario}} perfect shielding the third hit of {{SSBU|Young Link}}'s [[neutral attack]].]]
[[File:PerfectShieldUltimate.gif|thumb|{{SSBU|Mario}} perfect shielding the third hit of {{SSBU|Young Link}}'s [[neutral attack]].]]
Perfect shielding in ''Super Smash Bros. Ultimate'' functions completely differently than in previous games. It now requires the player to ''release'' the shield button when an attack connects against their shield, instead of the other way around. It is also significantly more dramatic upon activation: it creates a much brighter flash from the perfect shielder, causes their eyes to glow yellow, and they perform a unique animation similar to Ryu's shielding animation from ''Smash 4'', while the sound effect produced is a bit louder like in ''Brawl''. {{SSBU|Ryu}} keeps his unique sound effect and now shares it with {{SSBU|Ken}}. Due to these properties, the perfect shield in ''Ultimate'' is usually referred to as a '''parry''' by the ''Smash'' community, as it better resembles the namesake technique from traditional fighting games.
Perfect shielding in ''Super Smash Bros. Ultimate'' functions completely differently than in previous games. It now requires the player to ''release'' the shield button when an attack connects against their shield, instead of the other way around. It is also significantly more dramatic upon activation: it creates a much brighter flash from the perfect shielder, causes their eyes to glow yellow, and they perform a unique animation similar to Ryu's shielding animation from ''Smash 4'', while the sound effect produced is louder like in ''Brawl''. {{SSBU|Ryu}} keeps his unique sound effect and now shares it with {{SSBU|Ken}}. Due to these properties, the perfect shield in ''Ultimate'' is usually referred to as a '''parry''' by the ''Smash'' community, as it better resembles the namesake technique from traditional fighting games.


Perfect shielding is activated during the first 5 frames of a character's shield drop animation, which now lasts 11 frames (up from ''Smash 4''{{'}}s 7 frames), and the shield has to be put up for at least 3 frames before it can be dropped, essentially causing the technique's earliest possible activation to be 4 frames upon shielding. As a result, while it has a larger window, it can no longer be done immediately, and is less likely to be activated unintentionally, thus carrying more risk. However, unlike in previous games, the radius of a perfect shield does not shrink in proportion to the character's shield, and instead always matches the size of a full shield, increasing its consistency.
Perfect shielding is activated during the first 5 frames of a character's shield drop animation, which lasts 11 frames (up from ''Smash 4''{{'}}s 7 frames). The shield has to be put up for at least 3 frames before it can be dropped, essentially causing the technique's earliest possible activation to be 4 frames upon shielding. As a result, while it has a larger window, it can no longer be done immediately, and is less likely to be activated unintentionally, thus carrying more risk. However, unlike in previous games, the radius of a perfect shield does not shrink in proportion to the character's shield, and instead always matches the size of a full shield, increasing its consistency.


Upon successfully perfect shielding a direct attack, both the user and the attacker experience a considerable amount of [[hitlag]] (roughly twice more than on a normal shield), and the user is granted [[intangibility]] for the remainder of the animation. The user can then act several frames earlier because there is no shield-stun experienced from the move. For example, an optimal aerial attack that would normally be -5 frames on shield for the attacker (due to 3 frames of shield stun and 8 frames of landing lag), will now effectively be -8 for the attacker since parrying excludes shield stun. Additionally, it lets the player bypass the usual shielddrop lag, allowing them to punish with grounded options besides up smash and up special 11 frames sooner than if they were to have shielded normally, making punishing with grounded options much more viable and significantly expanding their amount of viable OoS options in general. If an indirect attack (such as a [[projectile]]) is perfect shielded, the hitlag the user experiences is unchanged, but they can only act 1 frame earlier than shielding it normally, reducing the technique's utility in this case. Prior to version {{SSBU|3.0.0}} of the game, the user would instead act 2 frames ''later'', which made perfect shielding indirect attacks undesirable.
Perfect shielding gives different amounts of extra hitlag to the attacker and defender, with [[intangibility]] for the attacker. Depending on whether a perfect shielded attack is a [[projectile]], and direct or indirect (determined by the attack's hitbox scripts), it has several outcomes:
*For '''direct non-projectile''' attacks, the attacker experiences 14 extra frames of hitlag, while the defender experiences 11 extra frames. As a result, the defender can act '''3''' frames earlier than shielding the attack normally. Although this difference in itself is minimal, perfect shielding still lets the user bypass shield drop lag with any attack like in previous games (compared to only aerial attacks, up smash, and up special), which is a more valuable attribute in ''Ultimate'' due to it having been increased, making perfect shielding much more advantageous for punishing usual direct attacks than shielding normally.
*For '''indirect non-projectile''' attacks (such as {{SSBU|Zero Suit Samus}}' [[down smash]], {{SSBU|Mii Gunner}}'s [[back aerial]], and {{SSBU|Bayonetta}}'s [[smash attack]]s), the attacker experiences 14 extra frames of hitlag, and the defender experiences 2 frames more. This allows the defender to act '''12''' frames earlier than shielding it normally, leaving these moves even more punishable by perfect shielding.
*For '''direct projectile''' attacks (such as {{SSBU|Isabelle}} and {{SSBU|Snake}}'s [[up smash]]es), the attacker is not affected, while the defender experiences 11 extra frames of hitlag. This causes the user to act '''11''' frames ''later'' by comparison, making perfect shielding strictly worse than normal shielding against these attacks.
*For '''indirect projectile''' attacks (usual projectiles), the attacker is not affected, while the defender experiences '''2''' extra frames of hitlag. As a result, perfect shielding any kind of projectile is less optimal than shielding them normally, just not by as much against indirect ones.
 
Update {{SSBU|3.0.0}} of the game attempted to increase perfect shielding's advantage against both direct and indirect projectiles by 3 frames, so that the user could act 8 frames later and 1 frame earlier (respectively) than shielding them normally. Although this change was (vaguely) documented on [https://en-americas-support.nintendo.com/app/answers/detail/a_id/45075 Nintendo's official patch notes], it was [https://twitter.com/Meshima_/status/1295503881661644800 discovered nearly a year after the update] that it only applied to [[Training]] mode, and was thus irrelevant in competitive play. Perfect shielding's lack of utility against projectiles is often cited by competitive players as a reason for the viability of [[camp]]y playstyles in ''Ultimate''.


With perfect shielding now being tied to the shield drop animation, certain limits have been implemented to it. If an attack is shielded normally, perfect shielding is disabled on a subsequent shield drop unless it is done at least 3 frames after shieldstun ends, preventing characters from easily perfect shielding multi-hit moves that do not possess enough shieldstun to keep opponents trapped inbetween their hits. Similarly, from version 3.0.0 onward, multiple perfect shields cannot occur within the same shield drop. An exception is if the first hit of a move with multiple hits separated by only one frame is perfect shielded on the first shield drop frame, which causes the next hit to automatically be perfect shielded as well; an example of a move that can trigger this is {{SSBU|Wolf}}'s [[forward tilt]].
With perfect shielding now being tied to the shield drop animation, certain limits have been implemented to it. If an attack is shielded normally, perfect shielding is disabled on a subsequent shield drop unless it is done at least 3 frames after shieldstun ends, preventing characters from easily perfect shielding multi-hit moves that do not possess enough shieldstun to keep opponents trapped inbetween their hits. Similarly, from version 3.0.0 onward, multiple perfect shields cannot occur within the same shield drop. An exception is if the first hit of a move with multiple hits separated by only one frame is perfect shielded on the first shield drop frame, which causes the next hit to automatically be perfect shielded as well; an example of a move that can trigger this is {{SSBU|Wolf}}'s [[forward tilt]].