Hi guys, I want to ask about shieldstun, the possible known formula that calculates it, and all of the potential variables or modifiers that contribute to it.
I've been doing some personal 60fps recordings and playing back the media frame by frame to try and find out generic values of numerous things, including the shieldstun given by various moves, but I've been getting varied, inconsistent results, to the point where I've ruled out many potential variables and am left completely confused and need help.
I had other local players help out by shielding and then releasing their shield input the moment an attack interacted with their shield, or at least try to.
The best example I have is of Fox's FTilt. I did multiple recordings on this once I started noticing inconsistencies, to reduce the possibility of human error as much as I could, but the results remained inconsistent, and the frame ranges are far too broad to ignore, and I do not believe that I'm the first person to notice this, so I must be missing something, right?
I counted the frames from the very first frame Fox's FTilt interacted with shield, up to the first frame the shield animation disappeared, and the 7 frames of shield drop lag began. The results I got ranged from 9 frames before the shield dropped - the lowest value I've gotten so far - up to 21 frames, the highest recorded value so far. I could not notice any consistencies at all with each subsequent attempt after the last. I'd get results in between these two numbers, such as 13 frames, 15, 16, 17, and in no particular order either. I recorded out of training mode, and at a point even SD'd after every attempt to fully reset any potential modifiers that could now be a factor, such as move decay.
I'm completely stumped. Is there something I'm missing about how shieldstun - or what I assume is shieldstun - is calculated? Is there perhaps some kind of buffering quirk with dropping shield that I'm not aware of? How can I be getting different results, and such broad ranges of frames as well. It is literally creating the difference between a move being safe on shield or unsafe. I can't believe that something this important has just gone unnoticed so I really think I'm missing something vital here, but I don't know what that is.
Just to reiterate, I've made multiple recordings of different moves, mostly Sonic and Fox's tilts, but I find it difficult to believe that this just so happens to be an isolated issue with only those two characters. I have not recorded any aerials on shield, though. Nevertheless I would really like some other opinions here because I am completely lost. I first only brought this up to Shaya some hours ago, but I believe now it's important enough to make a public post here. I do have my recordings on hand, so if need be I can send the files to others to try out for themselves, and I encourage anyone who can make their own recordings to test this themselves if they don't trust my recordings.