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In melee, shield release lag was character specific, but it only varied by a few frames.What I meant was that I feel that stopping the shielding takes too much lag, and trying to attack out of it makes me roll or dodge instead of executing the attack. am I doing something wrong, or is shield turn off lag character specific?
From what I see here, Sonic may have a better way to get smashes consistently than normal with this technique, since their range is so small. Since he runs so quickly across the stage, his slide range is ridiculous, thus making him even more of a problem. I can't wait.you can interupt brawl sheild recovery with attacks now.
this **** is solid.
its takes timing, but this was seeming very very useful. traction plays less of an issue though because your entertia dies off while sheilding. (ie; luigi's slide while shielding is pretty small)
its even useful with slower characters because the main variable involved is runspeed, sonic goes far as hell, while say, gannon dosent go as far. but every one seems to slide at least a little in sheild. i dont know how you having forward enertia while sheilding will effect pushback on block (ill test later).
how i was doing it while trying for as strict of timing as possible.
Hold F till your in run, Guard, release both, attack or repeat.
thumbs up to thread.
Huh, well it's much easier with it off.Hey thanks for the credit To clear some stuff up, Samus benefits from this the most that I've seen since she can shield so early in her dash animation. I haven't tested it with everyone but I can say that Captain Falcon's is particularly bad since there is such a long time before he can shield.
Also, you do not need to turn off tap up to jump. In the video I still have mine enabled and I'm able to utilt after letting go of my shield.
I.T.P - I don't think shield lag is character dependent, I could be wrong though I spend most of my time playing Samus. I think it's just a timing thing, at this point I have no issue doing attacks after dropping shield.