That's great, I do agree with PSing taking shield damage, but why does it need to be a separate input? Yes, in your idea you take extra shield damage from melee attacks, but since you still get frame advantage, there are very few instances where you'd rather use normal shield than PS, and even if you want to, you can just press shield a little early to get the normal shield. I just think having a different input for PSing is really unnecessary and makes it less intuitive.
That said, I'm all for PSing reflecting and causing shield damage, even extra shield damage.
It needs to be a separate input because the reason we lowered the PS window to begin with was because the window was too large, causing frequent accidental PSs. It rewarded a player who wasn't even trying for it to begin with. With the new PS mechanics I'm talking about, this would make it where accidentally PSing something could actually
hinder the player. There are times where the soonest you're able to shield an attack after exiting lag is still in the PS window. So a fox could be trying to dair you, which normally does fairly little shield damage, but you PS the first hit even without meaning to, so the other hits shieldstab you because PSing causes increased shield damage. PSing
needs to be a conscious decision on the part of the player.
Eh. I kinda like not talking damage from powershielding. I mean hell, Something like this would **** trying to powershield multihit moves like Snake's dair or multi-hit jabs like Mario's AAA or really quick attacks that happen in rapid succession.
I'd rather you take LESS damage than normal. I like to stick to the concept of power shielding being better than shielding in every situation because its not something you can reliably pull out against anything but projectiles and even then, its not 100% reliable.
PSing is the single best defensive option in the game for pulling off a counterattack, even
with the increased shield damage on melee attacks. You need to remember that we'd be raising the PS window with this back up to the vbrawl default, so it'd be a lot easier than it is now. Yeah, it wouldn't be
as effective for punishing multi-hit moves, but characters with one or two frame jabs or invincible upBs would still be able to counterattack before getting hit again, since they only suffer the shieldhitlag, not the shieldhitstun, and after PSing, you're no longer in your shield. PSing gives a pretty large frame advantage against any attack in the game, which is what makes it so... well, powerful.
It's stupid for it to be the best option in every situation, as that doesn't do anything for depth. A player having to make the decision on whether to try to PS something or not since the PS could end up hurting more than helping (ie. if you would've been able to punish their attack regardless of if you PS'd or reg shielded), however, adds a lot to depth. If you use the PS well, the extra shield damage shouldn't matter, since you'd be performing a counterattack after that, and during that time, your shield could recover. PSing is still largely better than regular shielding, it's just that now there are situations where it
isn't your best option anymore.
Which is why I said reward PS with LESS shield damage than normal rather than MORE. It's not really a reward when the basic function of your shield is less functional because you have suberb timing. You know? IT just doesn't click properly in terms of logic.
It's like.
What kind of POWER Shield has less defense than your NORMAL shield. You see what I mean? It just doesnt click. Even for smash. Even for a game. Cuz you know that's game logic.
In RPGs, Metal Shields have more DEF than Wooden one. So you figure a POWER shield would be stronger than a NORMAL shield. :V
I can go on, but I think I've made my point.
Uh... who really cares if it makes sense? PSing is still better than regular shielding in many ways. Now there's just a trade-off for using it (and it's only on melee attacks, too). Like I said, the numbers still need to be worked on, and perhaps the actual shield damage received from being attacked should be reduced by some multiple to prevent strong hits from just wrecking shields on a PS, more or less homogenizing the shield damage from a PS'd hit.
slikvik said:
I think there should be two types of power shielding if you really want to consider adding shield reflecting
1. The regular power-shield that comes up with the same amount of frames to activate it(within 10 frames, i think)
2. Another power-shield with a different color flash. This one would have a more strict timing(1-2 frames) and the ability to reflect projectiles
Any comments?
Ok, PSing is bad, but it isn't
that bad. If it had a 10 frame window it would be utterly ridiculous. You would never see the regular shield ever get used.
PSing has a 3 frame window in brawl. In melee, there were two different PS windows - one for projectiles and one for melee attacks. Projectiles had a 2 frame window and melee attacks had a 4 frame window. It would be nice if it was possible to set up a separate window for projectiles, since it's really a lot more fair that way.
Also, much more ideal way of differentiating between projectiles and characters I just thought of: Check the character ID of the hitbox that hits the shield. If it matches one of the 39 characters in the cast, it's a melee attack. If it doesn't, it's a projectile. Problem solved! =D