So, let's talk shieldbreaks and what you should be doing when you get one.
First off, it's time for a little show-off and tell:
https://gfycat.com/BriefPoshBelugawhale
The combo above was worth a whopping
65% damage! An excellent amount of damage to punish a broken shield. However, it's also worth noting that, against smaller characters, the ball won't hit them a second time, causing the combo to do
58% instead, which is still an insane amount of damage! The breakdown for that combo is as follows:
Deep Breathing > Header Cancel > Landing Nair > Full Hop > Nair > Double Jump > Nair
It only works at a very, VERY strict percent range, between
20% and 30%. You'll also need to account for rage and staleness, of course. But if you see the opportunity to take that damage, you should definitely do it! If the opponent is at a slightly higher damage range of, say...
25% to 35%, you'll want to omit the Header Cancel from the combo, which will cause something along the lines of
45% to 50% damage.
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If they are below
20% damage, you won't be able to get any significant combos out on the opponent, but you can still get a good deal of damage with this, which will do
38% damage:
Deep Breathing > Header Cancel > Fully Charged Tipper Fsmash
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If they are above
45% damage, or if they are between
35% and 45% damage and near the edge, Deep Breathing to Fully Charged Tipper Fsmash will finish them off. Do not include the Header Cancel with this, because adding in the ball will actually reduce the total knockback the opponent will take.
If they are between
35% and 45% and near the middle of the stage, you probably won't be able to end their stock. So perform the Deep Breathing > Header Cancel > Fully Charged Tipper Fsmash to get that sweet
38% damage and call it a day.