Dr. Tuen
Smash Lord
- Joined
- Apr 26, 2009
- Messages
- 1,396
- 3DS FC
- 0559-7294-8323
INTRODUCTION
Hello all, welcome to the second edition of "Frame Count," a series that investigates our hunches and feelings regarding ZSS' capabilities and puts numbers and pretty graphics to it. In the last thread, the viability of a flip kick frame trap was confirmed [REF 1]. This time, the viability of ZSS' moves on foe's shields is investigated. Is down smash safe on shield? What about paralyzer? Back air? This thread aims to find answers to, or estimations for, those questions.METHODS
This involves the use of Zero Suit Samus frame data [REF 2] alongside relevant shielding duration data [REF 3] and shield stun/hitlag data [REF 4, REF 5] to assess her move-on-shield viability.For moves which do not have official frame data on cool down (i.e. all of ZSS' special moves), estimations were made by comparing their end cooldown with another move with a known number of ending frames (normal moves for any character). This was used to achieve rough frame data (plus/minus 3 frames) for charged and uncharged paralyzer. This is a necessary estimation to further this research because the primary author does not own recording equipment and cannot conduct more in-depth trials. If anyone else can obtain that data, it would be welcomed, added, and referenced.
When the analysis is complete, colorful representations are made for easier visualization of the data and the advantage/disadvantage produced. This is meant to spark discussion on the follow ups we may have, the danger present in using various moves on shield, and to confirm or waive the validity of common assertions made with regards to her moves on shield.
Early and late shield lock hits are considered in the visual representations. More details regarding these frames are in the background section.
BACKGROUND - SHIELDS
A short background is necessary to frame the layout of the visual representations. Shielding can be broken down into three parts, as seen in REF 3.Shields in Smash 4:
1-3: Power shield
4-11: locked into shield [11 frames minimum]
12-18: shield drop lag (7 frames)
If someone shields an incoming hitbox on frames 1, 2, or 3, they earn a powershield. After some research, it seems like the data hasn't necessarily been mined regarding powershields... but it seems that hitlag applies normally but all shield lock and shield drop lag frames are reduced to 1, should the player choose to drop their shield immediately [REF 6]. Perfect shields are not the subject of study in this thread. It is widely known that a perfect shield nets a great advantage for your foe. If they are perfect shielding frequently, be wary.
Moving on, frames 4-11 are shield lock frames. If you shield and release, you must move through these frames before you start shield drop frames. If you are struck during the shield lock frames, they will be applied after hitlag and shield stun frames [REF 7, REF 8]. As another important note: a player may perform out of shield options during these shield lock frames. This means that a move hitting EARLY or LATE during shield lock frames makes a difference in assessing the opponent's options. This is considered in the analysis.
Finally, if a player chooses to drop their shield, this takes 7 frames.
RESULTS
These images have been iterated upon and their colors/abbreviations do not exactly match the first Frame Count thread. As such, an updated key is detailed.Image Key:
ST - Start Up Frames
ATK - Attack Frames (often attacks hit once, so the first attack frame is used alone)
HITLAG - As the name implies, these are hitlag frames. For moves that make direct contact, both characters experience this. For projectiles, this only applies to the shielding foe.
ENDLAG - The cool down on attacking moves
S.L. - Shield Lock
S.S. - Shield Stun
S.D. - Shield Drop
ADV - Advantage Frames
L.L. - Landing Lag
NOTE 1 - BLUE sections indicate places where the opposing player can use OUT OF SHIELD options.
NOTE 2 - EARLY HIT and LATE HIT refers to the frame ZSS hits during SHIELD LOCK frames.
PARALYZER - NO CHARGE
PARALYZER - FULL CHARGE
UP AIR
BACK AIR
- NOTE! This assumes the weak hit of back air. Hitting with the strong hit of back air yields 1 extra hitlag frame for both characters, and 1 extra shield stun frame. Overall, this yields ZSS one more advantage frame.
FORWARD AIR 1 & 2
- Forward air 2 yields hits for 2% more. Much like the difference in back air hitboxes, this yields 1 hitlag frame and 1 shield stun frame. Overall, yields ZSS one more advantage frame.
NEUTRAL AIR
NEUTRAL AIR - FRAME SYNC (Frame Cancel)
NEUTRAL AIR - FRAME SYNC (Frame Cancel)
- The purpose of the frame sync analysis for neutral air is to explore the numerical advantage that's yielded to ZSS if the player manages to get this to work.
- As a reminder - "frame syncing" is the act of landing on the same frame as an aerial's hit. I believe it is currently unknown if this works on shields.
- As a naming note - I call this "frame syncing" instead of "frame canceling," since the former name more accurately describes the phenomenon.
Z AIR
- Interestingly enough, hitting the strong hit of Z air (6% instead of 3%) has the same effect that's been described a few times before: 1 extra hitlag frame, 1 extra shield stun frame which results in ZSS gaining 1 advantage frame.
- Z air landing lag correction by @ Shadó Chimera / シャドーキメラ in the comments section [REF 11]
DOWN SMASH
- Important Note! Down smash is treated as a projectile. Due to this property, ZSS does not incur attacker hitlag. Credit to @ Shadó Chimera / シャドーキメラ for bringing this information to the thread [REF 12]
- Down Smash works the same as all the others. Hit with the strong hit (8% instead of 6%), adds one frame of hitlag and one frame of shield stun. Due to the move's projectile property, ZSS gains 2 frames of advantage if she hits with the strong hit of down smash.
DISCUSSION
ParalyzerThe frame data for the paralyzer was interpreted via the sixriver frame data. However, that interpretation may not be correct, as very little information is provided there. The data at the @KuroganeHammer site shows first actionable frames for ZSS' paralyzer special [REF 9], but does not indicate the time duration of the paralyzer bullet.
If I can find that data, or get that data from someone who measures it, I'll update this section appropriately.
BOTH paralyzer analyses were done assuming that the paralyzer hits at maximum range. If the projectile hits closer, more advantage frames are awarded to the opponent. It seems that any version of a no-charge paralyzer gives an advantage frame or more to your opponent when hit on shield. A single frame does not necessarily mean that they can punish you, but it's good to keep in mind if a no-charge paralyzer shot is made at close range.
Fully charged paralyzer, at range, regardless of where it hits during shield lock provides at least 10 frames of advantage for ZSS. When shield drop frames are accounted for, this could mean good things for us. We have a fast dash speed, and a long grab (though the grab comes out in 16 frames, so maybe not). If that opponent chooses to shield drop... the advantage we gain is anywhere from 17 to 26 frames. This makes grabs possible in the worst case scenario. Mix in some human reaction time to your actions, provided you are not predictable about this, and this could be free grab territory!
The viability of a running follow up is also dependent on how much distance ZSS can cover over those frames. I do not possess that data right now, so I cannot assess her ability to follow up on a 17 frame gap at max paralyzer distance. As an additional note: reverse B and wave bounced paralyzer change the distance ZSS is at when she gains control. This can also effect the viability of her follow ups, especially when used on tall characters (shoot for their head, keep moving forward as you are in end lag).
Fully charged paralyzer, at range, regardless of where it hits during shield lock provides at least 10 frames of advantage for ZSS. When shield drop frames are accounted for, this could mean good things for us. We have a fast dash speed, and a long grab (though the grab comes out in 16 frames, so maybe not). If that opponent chooses to shield drop... the advantage we gain is anywhere from 17 to 26 frames. This makes grabs possible in the worst case scenario. Mix in some human reaction time to your actions, provided you are not predictable about this, and this could be free grab territory!
The viability of a running follow up is also dependent on how much distance ZSS can cover over those frames. I do not possess that data right now, so I cannot assess her ability to follow up on a 17 frame gap at max paralyzer distance. As an additional note: reverse B and wave bounced paralyzer change the distance ZSS is at when she gains control. This can also effect the viability of her follow ups, especially when used on tall characters (shoot for their head, keep moving forward as you are in end lag).
Up Air
For all aerials, this assumes that the hitbox strikes the opponent, and you land the frame after. Given that, it does not matter which hitbox frame (6-12) is chosen. It would seem that versus an opponent with poor out of shield options (~6 frames), ZSS should be able to get a jab in or escape.
Back Air
This allows for 7 frame out of shield options... however, a well-spaced back air may prevent these options. As a note - for characters that cannot standing shield grab ZSS at max back air spacing, they CANNOT shield drop into a dash grab. It is not possible as a follow up.
Foward Air 1 & 2
It seems unsafe on shield. It's spacing isn't as good as other aerials, and it may be prone to grabs. If you hit early in the shield lock frames and the opponent chooses not to grab out of shield, you may be OK, but that's not exactly dependable.
Neutral Air
Similar to back air, opponents CANNOT respond with shield drop into a dash grab if this move is spaced correctly. Waiting through shield lock frames and shield drop frames in order to punish will either give ZSS a few advantage frames, or give the defender too few frames to respond with a grab.
As an interesting thought experiment, the frame advantage for a frame synced neutral air was tabulated. NOTE - ITIn the most extreme circumstances, where the opponent chooses to drop their shield after waiting through shield lock, ZSS can grab in response. It should be strongly noted that this will not happen often.
ALSO! After reviewing the original thread regarding this technique [REF 10], it has come to my attention that the community still does not know if this works on shields. I will work toward answering this mystery when I have the time.
Z Air
This is not as safe as it was first imagined. With our landing lag at 8 frames, not 2 frames, frame advantage only appears when the opponent shields early in their shield lock frames AND chooses to drop their shield. Even then, ZSS will need to hit Z air uncomfortably close to a shielding opponent to make this work. Should that all occur, dash attack is guaranteed. Just note that it's not very likely, and should just be considered a read.
At best, it may be useful to observe how your foe tries to punish Z air on shield. If they do not know enough about ZSS, and you stay out of shield grab range, they may try shield drop-based options. Use this to your advantage if you see it.
Down Smash
The analysis on down smash has been adjusted to accurately reflect its properties. Down smash is considered a projectile, and does not subject ZSS to attacker hitlag when it strikes an opponent. This improves its advantage on shield to a reasonable extent.
When down smashing someone's shield, the most prominent and threatening response is a grab. Down smash is wide enough to avoid all applicable shield grabs. If your foe attempts to shield drop for a dash grab, ZSS can always escape. This likely makes ZSS' down smash one of the safest smashes in the game. (Note - mobile out of shield options may be her only weakness in this regard, since jumping cancels shield lock and/or shield drop frames. Watch for things like Mii Brawler's custom up B, anything from Jigglypuff, Wario, or anyone with good air mobility.)
HOWEVER. Do not mistake this as a free license to continue hitting their shield without reason. Shield lock frames and shield drop frames can be avoided by jumping, which provides a good avenue of escape for the opponent. Watch their tendency, and punish accordingly.
Variation in Outcomes
It should be noted that the most consistent factor here is variability. There are 14 frames (7 for shield lock, 7 for shield drop) that can move around based on hit timing or opponent choice. For many moves, this is what dictates the safety of ZSS' follow up. Since the variability on shield lock frames is pseudo-random, and on a time scale that can't be responded to via human reaction time, that's not necessarily a dependable factor. Shield dropping, however, is a tendency that can be observed in your opponent, and whenever possible accounted for in your response.
Error
As always, there is human error involved. I have only made estimations regarding the end lag frames for paralyzer, and they not be entirely accurate. I have also had to learn a lot more about shields than I have ever known before, and that new knowledge has been checked over the course of a week... but it still leaves room for errors to have been made. For this particular body of work, I encourage discussion and double-checking for anyone that feels they can.
Hopefully this shines some light on the use of shields in this game!
Onwards and upwards!
REFERENCES
1. @
Dr. Tuen
- Frame Count 1 - http://smashboards.com/threads/frame-count-flip-kick-frame-trap.403991/2. @ Dr. Tuen et al - ZSS Frame Data - http://smashboards.com/threads/zero-suit-samus-frame-data-compilation-misc-page-update.401590/
3. @Shaya - Shields in Smash 4 - http://smashboards.com/threads/shields-in-smash-4.381183/
4. @Lavani - Mechanics and Techniques Discussion - http://smashboards.com/threads/mechanics-techniques-discussion.368206/page-29#post-19238073
5. Sixriver - Shieldstun Calculator - http://sixriver.web.fc2.com/ssb4/Guard_Hitstop.htm
6. @TheReflexWonder - Perfect Shields - http://smashboards.com/threads/perfect-shielding-frame-data.381971/#post-18154480
7. @ David Viran - Shield Lock Frames (and subsequent comments) - http://smashboards.com/threads/the-zero-suit-samus-in-shorts-social.324218/page-35#post-19314295
8. @Big O - Mechanics and Techniques Discussion (and surrounding comments) - http://smashboards.com/threads/mechanics-techniques-discussion.368206/page-30#post-19312998
9. @KuroganeHammer - ZSS Frame Data - http://kuroganehammer.com/Smash4/Zero Suit Samus
10. @Izaw - Frame Cancel - http://smashboards.com/threads/frame-cancel.386639/
11. @ Shadó Chimera / シャドーキメラ - Z Air Landing Lag - http://smashboards.com/threads/frame-count-ii-zss-vs-shields.405176/#post-19465546
12. @ Shadó Chimera / シャドーキメラ - Down Smash as Projectile - http://smashboards.com/threads/frame-count-ii-zss-vs-shields.405176/#post-19584452
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