Welcome to Locke's night of shield experiments.
Using
Foxy's frame skip method, Pikachu, and Mega Man holding a metal blade. (Omega Wii Fit Studio. It's a nice stage)
Questions we set out to answer:
- It the electricity multiplier additive to hitlag multipliers (+0.5) or is it multiplicative?
- Is the 1.1.0 hitlag on shield reduction still in affect?
- What is different from 1.1.0 to 1.1.1 in terms of hitlag?
FAir on hit - version difference test and electricity multiplier
Wii U 1.1.1: FAir hits on 26, opponent moves on 46.
3DS 1.0.8: FAir hits on 26, opponent moves on 46.
FAir on shield - shield vs hit
Wii U 1.1.1: FAir hits on 26, opponent moves on 46. (from above)
Wii U 1.1.1 on powershield (f2): FAir hits on 26, Pikachu moves on 42(!!!), drops shield 45.
Wii U 1.1.1 on late shield (>f12): FAir hits on 26, Pikachu and opponent move 42, drop shield 45(!).
Usmash on shield - powershield testing a high damage move
On powershield (f2): Usmash hits on 10, Pikachu moves on 20, drops shield on 26.
On late shield (>f12): Usmash hits on 10, Pikachu and opponent move on 20, drop shield on 30.
Usmash on shield - early shield vs late shield
On late shield (>f12): Usmash hits on 10, Pikachu and opponent move on 20, drop shield on 30.
On early shield (f4): Usmash hits on 10, Pikachu and opponent move on 20, drop shield on 30.
Jab on shield - early shield vs late shield
On early shield (f4): Jab hits on 4, Pikachu and opponent move on 9, shield drop on 15.
On later shield (f8): Jab hits on 8, Pikachu and opponent move on 13, shield drop on 15.
Usmash on hit - hitlag test between version & hitlag check vs on shield for non-electric move.
Wii U 1.1.1 on late shield (>f12): Usmash hits on 10, opponent moves on 20. (from above)
Wii U 1.1.1: Usmash hits on 10, opponent moves on 20.
3DS 1.0.8: Usmash hits on 10, opponent moves on 20.
Assumption:
- On powershield, opponent exits hitlag with attacker. Due to a lack of shield pushback, I found it ambiguous when exactly the opponent exited hitlag.
- The 1.1.0 hitlag reduction functions the same with a 1x hitlag modifier floor and 20% reduction.
- Tests ran on 3DS 1.0.8 would act the same as if they were ran on Wii U 1.1.0.
Conclusions:
1. Electricity multiplies the hitstun by 1.5x and does not add 0.5 to whatever hitstun multiplier is present, as the 20 frames of hitlag matches calculations by
Shaya
. This was true in 1.0.8 as well (and likely in 1.1.0).
2. The hitlag on shield decrease from 1.1.0 is still in, but it has been modified to affect the opponent as well so hitlags match.
3. Hitlag for non-electric/modified moves is the same between versions, on hit, on shield (early and late), and on powershield.
4. For a 3% move, the difference in shield stun (3 frames, 42-44) on a perfect shield is non-existent.
5. For a 13% move, the difference in shield stun (9 frames, 20-29) on a perfect shield (5 frames, 20-25) is 4 frames.
(6. Shield stun frames overlap with shield lock frames, which still exist. Already found, but retested.)
Edit note: When I say Pikachu or the opponent moves, that's moving out of
hitlag. Pikachu is not free to act, but he/(she?) is free to progress toward cooldown of his/(her?) attack.
@Reserved asked the good question.
Edit 2: Totally willing to take questions. I tried to make it as clean and easy to understand as possible, so that people do not misunderstand/spread false information.