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Sixriver's frame data only mentions one vulnerable frame for every character I've looked at. Picked eight characters at random before posting this and all were listed as 1-33 invuln, 34 vulnerable, 35 able to act with the exception of Peach who has 1-31/32/33.IIRC it's 2 vulnerable frames at the end, and being at a higher percentage means your ledge-hang invulnerability runs out sooner but it doesn't affect getup options. I may be wrong but this is my understanding.
From the Luigi boards:There are situations where attacking an opponent's shield with an attack will cause you to fall off the ledge. I know that this is the case with many Rapid Jabs, but other stuff...? I can't seem to replicate this with other moves, though I'm pretty sure I've done it accidentally before. Anybody else know what I'm talking about? I know it was in Brawl on powershields sometimes...
Maybe there is some sort of correlation?I am sure all of you have read the tip that says something like "Shieldstun Shuffling: Input a direction while your shield is being hit to move slightly in that direction", and like me thought that that was just talking about how you can move your shield around to prevent shield stabbing. However, this really does affect your momentum. This means you can almost completely negate shield pushback. This partly explains why a run to shield sometimes negates shield pushback and sometimes doesn't. With this i have been able to punish even things such as Fsmashes on my shield with extreme punishes like a standing grab or a standing up b OOS.
To do it, you have to press the direction before you press shield, otherwise you will roll. So for instance what you would do is run forward, keep holding forward when you run into shield, and then keep holding forward while shielded. This is extremely useful for Luigi with his traction problems usually making it hard to punish strong moves OOS unless you perfect shield(which is dangerous against strong moves, especially with online lag). I think we should make this known to all the Luigi mains here, as even though some people may say "lol i knew about this ages ago", most people don't know about it.
What does this have to do with the attacker falling off of ledges? Does it affect the opponent you shield against, too?
It's a theory, and not something I think many, if any, would have tested.What does this have to do with the attacker falling off of ledges? Does it affect the opponent you shield against, too?
It's the both of these. There has to be enough shield pushback where dropping a shield causes you to keep sliding, and you have to drop your shield in the first place. The main change from Brawl is that you cannot slide off an edge with your shield up now.What has changed? Does the aggressor have to use a move with enough shield pushback? Does the defender have to drop shield immediately?
How does port priority work in Smash Wii U?
Is this confirmed? Are all instances where port priority previously applied now void? If so, how do the rules apply?There is none.
I did not ask the question so I could be directed to go figure it out on my own time.test for yourself
Wow... This is going to save me a lot of trouble. I thought it was just really finicky why people were not falling off after railing them at the edge.It's the both of these. There has to be enough shield pushback where dropping a shield causes you to keep sliding, and you have to drop your shield in the first place. The main change from Brawl is that you cannot slide off an edge with your shield up now.
11 frames of minimum shield hold time, 7 frames to drop shield.Not sure where to look so I'll just ask here... What's the standard time to drop shield without any shield stun?
It isn't.So is meteor cancelling still in SSB4? I was under the impression that there was no meteor cancelling for the past six months, but someone on the wiki said that they've seen someone do it, so now I don't even know anymore.
While I agree that this would be amazing data to have, and is pretty much a staple in every fighting game, I don't think the news would be too happy for Smash 4 haha. Very little is actually safe on shield excepting for spaced aerials from characters like Sheik. I think its just a combination of that it's hard data to compile and that it probably wouldn't give us much to work with.Why don't we have frame data on shield. On hit doesn't really matter too much, would be useful, but it would just be icing on the cake. But I think frame data on shield is pretty important information to know. I would love to know what am I after block or perfect shielding shieks fair or link's neutral air.
On the ground, getting the data should be simple, but for aerials, you would need to find the shield stun of the aerial and then the frames would depend on where, while in the air, they landed the move.
I have a capture card if anyone would be down to help me get this data.
http://sixriver.web.fc2.com/ssb4/Guard_Hitstop.htm
Apparently sixriver has a shieldstun calculator now, which calculates attacker hitlag, shielder hitlag, and shielder shieldstun, and has formulae for finding these three things. It also calculates frame (dis)advantage for using a move on shield. I have no idea how accurate it is, but it seems to match up fairly well with what I've observed.
The supposed formulae are:
Attacker Hitlag
(Attack Base Damage ÷ 2.6 + 5) x Hitlag modifier x Element modifier [1.5 if electric, 1 otherwise]
Defender Hitlag
(Attack Base Damage ÷ 2.6 + 5)
Defender Shieldstun
Attack Base Damage ÷ 2.56
A translated calc example using usmash:
Remember to add 7 frames of advantage if they need to drop their shield to punish!
I was thinking more for evidence of true punishes, so that instead of going for a grab, I could f-smash or whatever. I'm pretty sure the pros already know what they can punish with what through experience, but I lack that experience and since there is no indication of whether or not the opponent was or wasn't blocking I have no idea what's a true punish and when I try to replicate online, I can't get consistent results because of latency.While I agree that this would be amazing data to have, and is pretty much a staple in every fighting game, I don't think the news would be too happy for Smash 4 haha. Very little is actually safe on shield excepting for spaced aerials from characters like Sheik. I think its just a combination of that it's hard data to compile and that it probably wouldn't give us much to work with.
Thanks I'll be sure to use that.There's a japanese shieldstun calculator that also calculates frame advantage. The formulae it uses may be a bit off/are unverified, but seems to line up well with everything I've used it for.
Post I made about this awhile back:
Okay, that was what I thought. Thanks.It isn't.