Perfect shield: Difference between revisions

225 bytes removed ,  3 years ago
→‎1. Digital: uptilt & downtilt are still possible with the normal light tilt up/down + A. Tapping up / down within 4 frames will be counted as a tap jump / spotdodge like it normally is and is nothing special about powershielding.
m (Bettered wording, additional possible reference)
(→‎1. Digital: uptilt & downtilt are still possible with the normal light tilt up/down + A. Tapping up / down within 4 frames will be counted as a tap jump / spotdodge like it normally is and is nothing special about powershielding.)
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::1.2.2 If ''GuardDamage'' (the animation usually referred to as [[shieldstun]]) is interrupted by another hitbox colliding with the shield, the shielding character undergoes shield hitlag and subsequent shieldstun once more. This does not affect the eventual ability to interrupt ''GuardOff'', even if the shielding character get hits by many attacks while in shield and experiences very long shieldstun.
::1.2.2 If ''GuardDamage'' (the animation usually referred to as [[shieldstun]]) is interrupted by another hitbox colliding with the shield, the shielding character undergoes shield hitlag and subsequent shieldstun once more. This does not affect the eventual ability to interrupt ''GuardOff'', even if the shielding character get hits by many attacks while in shield and experiences very long shieldstun.
::1.2.3 As soon as ''GuardDamage'' is over, the character will enter his indefinite ''Guard'' animation if he still holds down a shoulder button. If he doesn't keep L, R or Z pressed, he will enter the ''GuardOff'' animation.  
::1.2.3 As soon as ''GuardDamage'' is over, the character will enter his indefinite ''Guard'' animation if he still holds down a shoulder button. If he doesn't keep L, R or Z pressed, he will enter the ''GuardOff'' animation.  
:::1.2.3.1 If the character immediately transitioned from ''GuardDamage'' to ''GuardOff'' '''or''' didn't spend more than 3 frames in the ''Guard'' animation before dropping his shield, the possibility to cancel ''GuardOff'' will still be available. ''GuardOff'' has a total animation length of 15 frames and can be interrupted by any action that can be triggered with the buttons A, B, X, Y and Z as well as with the C-stick. Additionally, grabbing with (L∨R)∧A, jumping with ↑ and spot dodging with ↓ on the control stick are possible. Up tilt and down tilt are only possible by keeping them pressed from at least 4 frames before the start of the ''GuardOff'' animation – otherwise, the input will still count as a smash input and trigger jump or spot dodge.
:::1.2.3.1 If the character immediately transitioned from ''GuardDamage'' to ''GuardOff'' '''or''' didn't spend more than 3 frames in the ''Guard'' animation before dropping his shield, the possibility to cancel ''GuardOff'' will still be available. ''GuardOff'' has a total animation length of 15 frames and can be interrupted by any action that can be triggered with the buttons A, B, X, Y and Z as well as with the C-stick. Additionally, grabbing with (L∨R)∧A, jumping with ↑ and spot dodging with ↓ on the control stick are possible.
:1.3 If a projectile connects with the powershield sphere during ''GuardReflect 3-4'', the next incoming physical attack will be powershielded. (Details still left to figure out.)
:1.3 If a projectile connects with the powershield sphere during ''GuardReflect 3-4'', the next incoming physical attack will be powershielded. (Details still left to figure out.)


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