The new bonus episode of the Smash Brothers Documentary Metagame, Godslayer, is now available on Vimeo
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
The format is normal/L-Cancel/auto cancel. The -2 assumes an auto cancel.Apologies, but I cant quite tell. Im gonna guess that if the advantage on shield is in the negative then it is UNSAFE? My main question is nair at -2, is that the L cancel rating or not? If it is not, how can i calculate its advantage on shield?
This was an amazing and well thought out answer, i would always try up b out of shield and would lose and not understand why but you explained it very well and i thank you for that. This type of answer is what helps players become better and i wish there were more people like you willing to endow others with this type of knowledge.Flames are safe on shield. You can't abuse that in 3.6 as much as you could in previous versions due to the removal of flame cancel, but the flames themselves are stronger than ever. Spacing Fair on shield can be hard to punish for many characters even though it's not positive on shield. If you're outside their grab range after the Fair, you're taking away many characters' fastest option out of shield (frame 7-8).
In the case mentioned above of autocancelled Nair on shield, your opponent has 2 frames to act out of shield before you do out of landing as Boiko explained. This doesn't necessarily mean they can punish you, however, even if you're not spaced outside their grab range. Assuming both you and your opponent are frame perfect, they will start their grab 2 frames before you can act. Bowser's fastest option out of shield is UpB, which grants intangibility from frames 1-4 then a hitbox on frame 5. UpB's hitbox would come out 7 frames after your opponent has grabbed, which will unfortunately result in you getting grabbed, assuming a frame 7 grab (Falcon and Bowser have slower grabs, among others). They would take damage from UpB but you would lose the exchange in this case. To win this sort of interaction, you would actually have to wait 2-4 frames after your autocancel landing lag to UpB to make use of the intangibility. This way, you are intangible during the 2 active frames of their grab, then the UpB hitbox comes out and hits them. Application of this is considerably hard to do consistently, but you should win a majority of exchanges like this since UpB has 4 intangibility frames while most grabs have only 2 active frames. Therefore, there are three different frames on which you can UpB and win the exchange, while there is only 1 frame on which you can UpB and lose the exchange, ignoring all timings past frame 5 after your landing lag is over. It might be easier to crudely draw this out, but it's honestly a complete crapshoot who wins the interaction in a real game that I won't bother.
Jab1 is also notable for the same reason as AC Nair: most characters can't punish it if spaced correctly on shield. At low % the opponent can crouch cancel Jab1 for a punish, and you should be wary of them Shield DI'ing towards you, but otherwise it's fairly safe.