Perfect shield: Difference between revisions

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→‎In Super Smash Bros. Ultimate: It helps avoid shield breaks/pokes I guess, but it's still awful
(Added a lot more detail for Ultimate, including a recently discovered bug)
m (→‎In Super Smash Bros. Ultimate: It helps avoid shield breaks/pokes I guess, but it's still awful)
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*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 '''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 '''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 '''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 for punishing these attacks than normal shielding.
*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.
*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 for punishment 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''.
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''.