dynanax.blogg.se

Smash ultimate frame data shield drop
Smash ultimate frame data shield drop













smash ultimate frame data shield drop

His shield drop is 15 frames long in Smash 64 and Brawl and 16 frames long in Melee. One exception with this, however, is with Yoshi prior to Smash 4. It takes 7 frames to drop shield in Brawl and Smash 4, 11 frames in Smash 64 and Ultimate, and 15 frames in Melee. The amount of time it takes to drop shield without any shieldstun also varies between games. An example of this is that if a move deals 15%, it will have 28 frames of shieldstun in Smash 64 (30 in the Japanese version) but in Brawl, it will only have 5 frames of shieldstun. Conversely, it is the hardest to use OoS techniques in Smash 64 because of its high shieldstun. It is easiest to OoS in Brawl both because the amount of shieldstun is lower than in the other games, and because it takes only 7 frames for a player to drop a shield, making it viable for a player to drop their shield and then use any move. As shieldstun disables a player's ability to use any of their out of shield options, the more shieldstun a game has, the more difficult it becomes to get out of shield. series, the amount of shieldstun has varied. Starting in Melee, characters who can jump out of shield can also jump during their guard-off animation, providing all the same options as jumping OoS.īetween the different games in the Smash Bros. The quicker a move and the better its range, the better the move is OoS. The same goes for many characters' rolls or grabs, especially if they suffer from long lag. For example, Falco's Fire Bird in Melee can be used directly from shield, but is essentially useless due to its lack of hitbox while charging. While all up smashes and up specials are technically out of shield options, as they can be used while shielding, not many of them are effective. A shorter jumpsquat allows the player to access their aerials sooner, which is beneficial. How soon a character will have access to their aerial options depends on the length of their jumpsquat. Any aerial can be performed immediately after jumping, or the player can wavedash or simply jump away. Players can cancel the startup of the jump with either an up smash or an up special. Of all of the options that a player has while shielding, the most important option is jumping. Moves that have high ending lag or very little range are easiest to punish by performing a move OoS. A character's set of out of shield options consists both of "built-in" moves from shield such as grabs and rolls, as well as many other moves like wavedashes, aerials, and up smashes. Since only some actions can be performed out of shield, the player who is shielding has fewer options both for fighting back and for movement. These moves are usually used in response to shield pressure from an opponent. Out of shield (abbreviated as OoS) options are any moves or other actions that can be performed while a character is shielding. Kirby using an up smash during the guard-off frames.















Smash ultimate frame data shield drop