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Little Mac Shield Guide: how to handle shields

Game Versions
Smash 3DS, Smash Wii U
Alright, after many hours of practice in friendlies, tourneys, watching other mac players, and hearing opinions and advice on how to play and/or beat a little mac, i decided to make a guide to help mac players deal with an inherent weakness that all mac players share: the shield. even in the latest patch (1.1.2) in which shield stun mechanics were increased, mac players are still getting punished after hitting shield all over the place after using any kind of move on someones shield, even the best mac players are struggling with this even if they are aware of it (me included -.-).
so where to start?

How to beat shield:
grab

FANTASTIC! you now know how to counter shields. only problem? little mac's grab has no range, and gets no follow-ups from any throws he has that are true. so even if you punish them for shielding, you at most get a 10% throw, and reset to neutral. and if you read wrong or whiff, you get punished for it, typically hard. you can however, improve little macs grab using either:
roll boosted grab
dash grab
pivot grab
roll boosted pivot grab
this however, still does not solve the inherent problem that you gain almost no benefit for grabbing your opponent out of shield. so that leaves option number 2:

safe shield pressure

There is an inherent problem with this method too. The fact is, NONE of macs moves are COMPLETELY safe on shields (i capped those for a reason we'll get to it.)
to understand what makes a move safe, you have to understand how shields work in smash 4. there are phases the shield goes through when it is up and hit.

Perfect shield-frames 1-3: when a shield is in a special animation, where getting hit will not result in shield stun or shield lock lag.
shield stun: when your shield is hit and you are stuck in shield till the shield stun frames are over. you cannot perform OoS (out of shield) options while in shield stun. this only applies when you are hit by an attack
shield lock-frames 4-11 (8 minimum): The amount of time you are locked in shield after you put up shield, this applies whether you are hit by a attack or not. you can perform OoS options.
shield drop-frames 12-18(7 frames): the amount of frames it takes to drop your shield and perform another action.
IMPORTANT: SHIELD STUN OVERLAPS SHIELD LOCK, WHICH MEANS IF YOU SUFFER 8 OR MORE FRAMES OF SHIELD STUN OR GET HIT ON A LATER FRAME OF YOUR SHIELD, YOU WILL NOT HAVE TO GO THROUGH SHIELD LOCK, (you still however, still go though shield drop lag, if you don't use an OoS option.)
now out of shield options are certain well, options, that you have while in shield, the OoS bypasses both shield lock and shield drop lag. you can:
spot dodge
roll
grab
jump
jc (jump cancel) into a up/down/neutral/side b move, up smash
jump and use an aerial.

now that we have that all determined

Time for some math guys.
patch 1.1.1 shieldstun formula: (x/1.75)+2

little macs safest move with the least amount of cooldown:
Dtilt:
active frames: 21
hitbox active: 3-4
ending lag: 5-21
first active frame: 22
Damage: 8%

(8/1.75)+2=6.5 frames of shield stun, rounding down its 6 frames.

so, if you were to hit a shield on frame 7 lets say (4 frames after perfect shield)it would be as follows

1: dtilt on frame 4, hits shield on frame 7
2: shield suffers 6 frames of shield stun, dtilt is now on frame 10
3a: opponent suffers 7 frames shield drop, dtilt is now on frame 17
3b: opponent uses OoS option grab (megamans: frame 6) dtilt now on frame 16
4a: opponent can punish dtilt in 4 frames.
4b: opponent grabs on frame 16 of dtilt.

as you can see, in both scenario a and b, little mac has the potential of getting punished, either from a fast move from scenario A (jab, or a fast tilt), or from a shield grab from scenario B (if they buffer a grab, they have 11 frames to punish, and most grabs come out in 10 frames or less, except some tethers). So, how do you solve this?

SPACING SPACING SPACING. dtilt has a long amount of range, which means you can hit their shield at a safe distance, to stay out of range of jabs, grabs, and fast acting tilts. which comes to the description, safe if spaced. little mac does not have outright safe moves, but he does have safe moves if their is enough space between them.

So, now for a list of moves that are safe if spaced:
Dtilt
Utilt (backside)
Ftilt
Down Angled Fsmash (patch 1.1.4)
There is limits to this though, and i will list the moves that can still punish mac even when you space the moves i listed above:
Dtilt: :4megaman:bair, :4alph:grab
Utilt: :4megaman:bair, :4alph:grab, :4wario2:and:4fox: dash attack.
Ftilt: certain characters dash grabs and dash attacks.
DAFsmash: not punishable if spaced. the shield stun and shield pushback is insane. the only risk is if they roll or spot dodge.

its not a lot, but the good news is, these moves are all combo starters or combo extenders, and the tilts do good damage and can shield poke if the shield is small enough. The essential part here is knowing which moves are safe, and how to space properly so you don't get punished. so you need to know:
P pivots
Dash dancing

i know these moves are difficult to master and take a lot of practice but in time, they will aid you greatly, and are Macs greatest tools to success in the neutral, because he is the only one to really be able to apply these techniques.

https://www.youtube.com/watch?v=azRrqKUJ-5o - dash dancing
https://www.youtube.com/watch?v=6vaR4RM-qr0 - perfect pivot

hope the videos help and my guide will help ail your problems with shield. let me know what you guys think!
Author
jet56
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I love you.

While I already knew about each of the three for being safe, if I'm correct DaFSmash is also safe now. Not entirely certain but it COULD be added in a follow-up for this. Consider that.
fantastic guide for one of mac's greatest weaknesses! thanks for investing the time in typing this up, it's very helpful.
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