Shieldstun: Difference between revisions

119 bytes added ,  5 years ago
(→‎In Super Smash Bros. Ultimate: Zairs use the unaltered shieldstun lol)
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*[[Aerial attack]]s (with the exception of [[grab aerial]]s) use a multiplier of 0.33, resulting in an overall multiplier of 0.264.
*[[Aerial attack]]s (with the exception of [[grab aerial]]s) use a multiplier of 0.33, resulting in an overall multiplier of 0.264.
*[[Projectile]]s use a multiplier of 0.29, resulting in an overall multiplier of 0.232.
*[[Projectile]]s use a multiplier of 0.29, resulting in an overall multiplier of 0.232.
*In other cases, the multiplier is 1.
*In other cases, the multiplier is by default 1. However, it can be set on a per-move basis (usually dash attacks and rapid jabs)


As a result, shieldstun remains unchanged for smash attacks, but is increased for direct special moves and all other ground attacks; [[tilt attack]]s in particular are noticeably safer on shield. Conversely, it is decreased for aerial attacks and projectiles, most significantly the former. The new 0.85× damage multiplier for aerial attacks performed in a [[short hop]] also further reduces their shieldstun potential. However, due to the universally lower [[landing lag]] in ''Ultimate'', the general safety of aerial attacks on shield remains unchanged, with some of them being slightly safer. Furthermore, shield dropping takes longer (11 frames instead of 7), while [[shield grab]]bing after shieldstun has increased startup by 4 frames, and although the new [[powershield]] mechanics allow characters to retaliate against attacks faster, it is harder to pull off, as it is now triggered by dropping the shield instead of putting it up. Overall, attacking shields in ''Ultimate'' is more favorable, with options to safely punish out of shield being riskier (albeit still highly rewarding), making the game focus more on offense.
As a result, shieldstun remains unchanged for smash attacks compared to Smash 4, but is increased for direct special moves and all other ground attacks; [[tilt attack]]s in particular are noticeably safer on shield. Conversely, it is decreased for aerial attacks and projectiles, most significantly the former. The new 0.85× damage multiplier for aerial attacks performed in a [[short hop]] also further reduces their shieldstun potential. However, due to the universally lower [[landing lag]] in ''Ultimate'', the general safety of aerial attacks on shield remains unchanged, with some of them being slightly safer. Furthermore, shield dropping takes longer (11 frames instead of 7), while [[shield grab]]bing after shieldstun has increased startup by 4 frames, and although the new [[powershield]] mechanics allow characters to retaliate against attacks faster, it is harder to pull off, as it is now triggered by dropping the shield instead of putting it up. Overall, attacking shields in ''Ultimate'' is more favorable, with options to safely punish out of shield being riskier (albeit still highly rewarding), encouraging players to focus more on offense.


==References==
==References==
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