Hello. I will be showing you Charizard's out of shield options.
First, a brief explanation of how shielding works, with some help from C charizardbro
When you let go of the shield button without shielding a move, you will normally incur shield drop lag, which is 7 frames for every character.
If you shield and are hit by something on frame 1-3 after shielding, you will perfect shield. When you perfect shield, you can drop shield into a standard attack without any delay.
Now for a list of Charizard's out of shield options. Here are some caveats, as enumerated by C charizardbro
Here's a situation:
Say you shield a move that deals four frames of shield stun after having your shield up for four frames. You still have 3 shield lock frames left.
It's actually faster to jab than it is to shield grab because grab is active after eight frames of startup while jab is active after 3 frames of shield lock and 4 frames of startup for a total of 7 frames.
There are nuances to shield mechanics post patch that really shake around the OoS list you have there quite a bit depending on the situation. This is why categorizing/listing frames for OoS options post patch is a bit of a headache.
Also, you can use JC Rock Smash without waiting for shield lock frames to go away because you input a jump first. Rock smash cancels the jumpsquat animation (hence the name). That should take the number of frames down quite a bit. 1 frame of jumpsquat (minimum), no shield lock outside of the normal 3 frames to powershield, and the normal startup frames added together should total well under 30.
Similar stuff for Usmash and Fly. If you interrupt the jump on the earliest possible frame (impractical but ok), you add one frame to their active hitbox numbers. So Usmash is 7/8 and Fly is 10 (SA on 5). That being said, interrupting jumpsquat on the latest possible frame (also impractical but ok) makes those punishes a lot harder to actually land (13/14 for Usmash and 16 + SA on 11 for Fly) at which point you're approaching the landing lag values of a lot of the poorly spaced stuff you would punish that way anyway.
Can be performed directly out of shield, jump canceling where necessary (can cancel jumpsquat lag). This list will assume you have canceled your jump with the attack IMMEDIATELY (1 frame after jumping). Add up to 7 frames of lag depending on your attack timing.
Can be performed by jumping out of shield, incurs jumpsquat lag (7 frames)
Can be performed by dropping shield, incurs shield drop lag (7 frames) if you did not shield a move. If you have shielded a move, that lag can be as low as 0 frames (perfect shield). This is all dependent on your shield timing, but know that the actual speed of the move out of shield is the move's startup plus 0 to 7 frames. Move's startup is in parentheses.
Spot Dodge - 3 frames (invincibility)
Roll - 4 frames (invincibility)
Up Smash - 7 frames (8 for grounded opponents)
Grab - 8 frames
Fly - 10 frames - super armor on frame 5
Jab - 11 (4) frames
Fair - 15 frames (likely 2-3 frames later unless they are in front and above you)
Dtilt - 16 (9) frames
Utilt - 16 (9) frames
Nair - 16 frames (more likely much later unless they are above and behind you)
Dash Atk - 17 (10) frames
Ftilt - 18 (11) frames
Uair - 19 frames
Dsmash - 21 (14) frames
Bair - 21 frames
Dair - 25 frames
Rock Smash - 25 frames - super armor on frame 6
Flamethrower - 27 (20) frames
Fsmash - 29 (22) frames
Flare Blitz - 30 (23) frames
Some quick notes:
Perfect shield into jab (4 frames) can punish nearly any move in the game, provided the opponent is in jab range. This is going to be your bread and butter in most matchups.
Dsmash (14 frames on perfect shield) is the most optimal punish against moves that aren't exceptionally safe, due to great hitbox size and strong damage/knockback.
The most optimal punish against really unsafe stuff depends on the current situation. At very low percents, a grab + pummel into a throw combo is equal to or greater than a smash attack in damage. Nair into jab combo also nets similar damage. At mid to high percents, fsmash is the most powerful option in terms of knockback.
Up smash and Fly are both quite fast for how powerful they are, their only real issue is that they are fairly easy to space away from for most characters: retreating aerials, spaced tilts, etc.
Charizard's aerials are pretty terrible out of shield, due to the long jumpsquat animation (no better than shield drop), poor startup times (frame 8 fair which is more realistically frame 10 out of shield and frame 9 nair which is more realistically frame 15 or so against most grounded opponents), and poor hitbox placement (Charizard has no quick option that covers under or behind him, compare to nairs like Villager or Sheik).
First, a brief explanation of how shielding works, with some help from C charizardbro
When you let go of the shield button without shielding a move, you will normally incur shield drop lag, which is 7 frames for every character.
If you shield and are hit by something on frame 1-3 after shielding, you will perfect shield. When you perfect shield, you can drop shield into a standard attack without any delay.
If you perform an out of shield option (roll, spotdodge, jump, grab), you will not incur shield drop lag even if you did not shield a move. You will still have to wait for the shield stun from an attack striking you. You may cancel jump before you are airborne into up smashes and up specials (both relevant for Charizard). Charizard's jumpsquat animation is 7 frames (second longest of all characters), which means you can up smash or up b up to 7 frames after inputting jump. Jumpsquat is simply the animation each character does after pressing jump, before they are actually airborne.You only incur exactly seven shield lock frames when you shield nothing. You don't necessarily get seven of them every time you let go of shield because shield lock overlaps with shield stun post patch. When you are hit by a move that deals more frames of shield stun than you have frames of shield lock left to fulfill, it is no quicker to use an OoS option than it is to drop shield and use something else. This is why jabs are OP.
Now for a list of Charizard's out of shield options. Here are some caveats, as enumerated by C charizardbro
Here's a situation:
Say you shield a move that deals four frames of shield stun after having your shield up for four frames. You still have 3 shield lock frames left.
It's actually faster to jab than it is to shield grab because grab is active after eight frames of startup while jab is active after 3 frames of shield lock and 4 frames of startup for a total of 7 frames.
There are nuances to shield mechanics post patch that really shake around the OoS list you have there quite a bit depending on the situation. This is why categorizing/listing frames for OoS options post patch is a bit of a headache.
Also, you can use JC Rock Smash without waiting for shield lock frames to go away because you input a jump first. Rock smash cancels the jumpsquat animation (hence the name). That should take the number of frames down quite a bit. 1 frame of jumpsquat (minimum), no shield lock outside of the normal 3 frames to powershield, and the normal startup frames added together should total well under 30.
Similar stuff for Usmash and Fly. If you interrupt the jump on the earliest possible frame (impractical but ok), you add one frame to their active hitbox numbers. So Usmash is 7/8 and Fly is 10 (SA on 5). That being said, interrupting jumpsquat on the latest possible frame (also impractical but ok) makes those punishes a lot harder to actually land (13/14 for Usmash and 16 + SA on 11 for Fly) at which point you're approaching the landing lag values of a lot of the poorly spaced stuff you would punish that way anyway.
Can be performed directly out of shield, jump canceling where necessary (can cancel jumpsquat lag). This list will assume you have canceled your jump with the attack IMMEDIATELY (1 frame after jumping). Add up to 7 frames of lag depending on your attack timing.
Can be performed by jumping out of shield, incurs jumpsquat lag (7 frames)
Can be performed by dropping shield, incurs shield drop lag (7 frames) if you did not shield a move. If you have shielded a move, that lag can be as low as 0 frames (perfect shield). This is all dependent on your shield timing, but know that the actual speed of the move out of shield is the move's startup plus 0 to 7 frames. Move's startup is in parentheses.
Spot Dodge - 3 frames (invincibility)
Roll - 4 frames (invincibility)
Up Smash - 7 frames (8 for grounded opponents)
Grab - 8 frames
Fly - 10 frames - super armor on frame 5
Jab - 11 (4) frames
Fair - 15 frames (likely 2-3 frames later unless they are in front and above you)
Dtilt - 16 (9) frames
Utilt - 16 (9) frames
Nair - 16 frames (more likely much later unless they are above and behind you)
Dash Atk - 17 (10) frames
Ftilt - 18 (11) frames
Uair - 19 frames
Dsmash - 21 (14) frames
Bair - 21 frames
Dair - 25 frames
Rock Smash - 25 frames - super armor on frame 6
Flamethrower - 27 (20) frames
Fsmash - 29 (22) frames
Flare Blitz - 30 (23) frames
Some quick notes:
Perfect shield into jab (4 frames) can punish nearly any move in the game, provided the opponent is in jab range. This is going to be your bread and butter in most matchups.
Dsmash (14 frames on perfect shield) is the most optimal punish against moves that aren't exceptionally safe, due to great hitbox size and strong damage/knockback.
The most optimal punish against really unsafe stuff depends on the current situation. At very low percents, a grab + pummel into a throw combo is equal to or greater than a smash attack in damage. Nair into jab combo also nets similar damage. At mid to high percents, fsmash is the most powerful option in terms of knockback.
Up smash and Fly are both quite fast for how powerful they are, their only real issue is that they are fairly easy to space away from for most characters: retreating aerials, spaced tilts, etc.
Charizard's aerials are pretty terrible out of shield, due to the long jumpsquat animation (no better than shield drop), poor startup times (frame 8 fair which is more realistically frame 10 out of shield and frame 9 nair which is more realistically frame 15 or so against most grounded opponents), and poor hitbox placement (Charizard has no quick option that covers under or behind him, compare to nairs like Villager or Sheik).
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