This is a stub topic for the most part.
Please understand.
Shields in Brawl:
1-3: power shield
4-7: locked into shield [7 frames minimum]
8-14: Shield drop lag (7 frames)
Shields in Smash 4:
1-3: Power shield
4-11: locked into shield [11 frames minimum]
12-18: shield drop lag (7 frames)
minimum shielding time never applies if your shield gets hit by anything. This is apparently a misnomer that is possibly a change from brawl. If you're hit on shield during your lock, you cannot do shield dropping actions while normal out of shield options are available.
grab oos seems to be universally 7 frames at best, up from 6. There are still some 6 frame grabs in the cast (Mii Brawler, Fox, etc)
Shield stun is lower, so on the aggressor's side of things, hitting a shield is actually less safe than it was in Brawl.
In Brawl, a 19 damage move deals 13 frames of shield stun, in Smash 4 it is 7.
However, when we're looking at sub 20 frame actions, single frame differences have huge impacts in relation to reactive play. For example, I attack shields with aerials to cover people for their shield drop actions that I cannot react to, yet in this game I have more time to react to those things, hence I'm less prone to "gamble" with an attack on read/reaction to someone [likely] dash shielding.
Everyone playing this game right now treats shields as if they were like Brawl, yet there is a massive fundamental difference to them that I doubt many have adjusted to.
Please understand.
Shields in Brawl:
1-3: power shield
4-7: locked into shield [7 frames minimum]
8-14: Shield drop lag (7 frames)
Shields in Smash 4:
1-3: Power shield
4-11: locked into shield [11 frames minimum]
12-18: shield drop lag (7 frames)
Shield stun is lower, so on the aggressor's side of things, hitting a shield is actually less safe than it was in Brawl.
In Brawl, a 19 damage move deals 13 frames of shield stun, in Smash 4 it is 7.
However, when we're looking at sub 20 frame actions, single frame differences have huge impacts in relation to reactive play. For example, I attack shields with aerials to cover people for their shield drop actions that I cannot react to, yet in this game I have more time to react to those things, hence I'm less prone to "gamble" with an attack on read/reaction to someone [likely] dash shielding.
Everyone playing this game right now treats shields as if they were like Brawl, yet there is a massive fundamental difference to them that I doubt many have adjusted to.
The dynamic is like this.
Shield is strong on hit confirm but weaker when no hits are landed. So to take advantage of the new shield, you have to start not attacking into people's shields.
Once people learn how to deal with shields in this way, it will often be better to just not shield and choose another option instead (spotdodge and roll isn't that great, so maybe an offensive option or mobility option like dash/jump).
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