Shieldstun: Difference between revisions

→‎In Super Smash Bros. Ultimate: Source: shield_stiff_frame_max param (https://docs.google.com/spreadsheets/d/1UdH2L0xi8dO6jyPCcO5e5-8j7SGzezxkeZuF1uP8uOw/edit#gid=1341015828)
No edit summary
(→‎In Super Smash Bros. Ultimate: Source: shield_stiff_frame_max param (https://docs.google.com/spreadsheets/d/1UdH2L0xi8dO6jyPCcO5e5-8j7SGzezxkeZuF1uP8uOw/edit#gid=1341015828))
Line 51: Line 51:
The ability introduced in version 1.1.3 of ''Smash 4'' to dodge-cancel blockstrings of at least 10 hits returns as well, and is now applicable to several other moves, most remarkably every [[rapid jab]], due to their increased shieldstun and much faster hit rate. This renders it vastly more useful for punishing such moves, as in the case of rapid jabs, the shielding character can usually roll behind the attacker, who will then be forced to unleash their rapid jab's finisher and become much more vulnerable. This mechanic's larger notoriety has led to it being referred to as '''shieldstun canceling''' by the community.
The ability introduced in version 1.1.3 of ''Smash 4'' to dodge-cancel blockstrings of at least 10 hits returns as well, and is now applicable to several other moves, most remarkably every [[rapid jab]], due to their increased shieldstun and much faster hit rate. This renders it vastly more useful for punishing such moves, as in the case of rapid jabs, the shielding character can usually roll behind the attacker, who will then be forced to unleash their rapid jab's finisher and become much more vulnerable. This mechanic's larger notoriety has led to it being referred to as '''shieldstun canceling''' by the community.


In earlier versions of the game, if multiple attacks hit a shield on the same frame (such as {{SSBU|King Dedede}}'s Gordo and hammer swing in [[Gordo Throw]]), shieldstun was calculated by taking the highest damage and highest shieldstun multiplier of each move, resulting in higher shieldstun than if any of the attacks hit individually. From version {{SSBU|9.0.0}} onward, each attack's shieldstun is individually calculated, and only the highest result of such is taken.
Version {{SSBU|9.0.0}} made other smaller adjustments to shieldstun:
*If multiple attacks hit a shield on the same frame (such as {{SSBU|King Dedede}}'s Gordo and hammer swing in [[Gordo Throw]]), each attack's shieldstun is individually calculated, and only the highest result of such is taken. In previous versions, the highest damage and highest shieldstun multiplier of each move was used, resulting in higher shieldstun than if any of the attacks hit individually.
*Shieldstun caps at 60 frames, making ''Ultimate'' the only game in the series with a shieldstun cap. However, this is only realistically possible to reach if [[spirit]]s are used to significantly boost an attack's damage output, and even then, a normal shield will usually take more than enough damage to break, so this can only be noticed with a perfect shield.


===List of moves with shieldstun multipliers===
===List of moves with shieldstun multipliers===