dashdancedan
Smash Journeyman
http://www.youtube.com/watch?v=qQA7vbttZkQ
Now shielddroping is by no means new, but I've never seen it used this way, and you can start any move by the third frame after being out of shieldstun.
EDIT: standing shield drop hitting down, holding forward and hitting down, and holding back and hitting down
http://www.youtube.com/watch?v=Dx-XCjQDEYc
http://www.youtube.com/watch?v=dIQ6Gj-uiWE
Shai Dropping
http://www.youtube.com/watch?v=vLu5972oPZc&feature=related
Phanna's Platforms 101
http://www.youtube.com/watch?v=MMxgGtMLEfw
Shield drops in use
http://www.youtube.com/watch?v=HSdTFXQlE1Q#t=3m30
On a 0 - 255 scale, 128 being in the middle, 0 on the bottom and left and 255 on the top and right, Shield dropping works in the vertical range from 75 - 73 and in the horizontal range from 75 - 73 and 182 - 180. You have a 1 - 5 frame window to move from (vertical ranges) 128 - 106 to 75 - 73 in order to shield drop. Any slower and from any lower ranges (e.g. 100 -> 74) and you will just move your shield down. This means you have a 5 frame buffer window to shield drop. So in other words, you can do the shield drop input 5 frames before the end of shieldstun and you will drop on the soonest possible frame of being out of shieldstun.
As a reference, the lower corner ridges of your control stick are at 61 (down), 54 (left) and 199 (right)
I acquired all of this info with dolphin TAS Input and debug mode
Methods of shield dropping
Method 1
Frame 1: Neutral (or above neutral) stick position
[any amount of frames with no movement]
Frame 2 - 5: Stick in shield drop position
Method 2
Frame 1: Neutral (or above neutral) stick position
[any amount of frames with no movement]
Frame 2: Stick slightly above shield drop position
Frame 5 - 7: Stick past (lower) shield drop position, can be all the way at the bottom.
Method 2 is probably what people who do a quarter-circle motion are doing
Now shielddroping is by no means new, but I've never seen it used this way, and you can start any move by the third frame after being out of shieldstun.
EDIT: standing shield drop hitting down, holding forward and hitting down, and holding back and hitting down
http://www.youtube.com/watch?v=Dx-XCjQDEYc
http://www.youtube.com/watch?v=dIQ6Gj-uiWE
Shai Dropping
http://www.youtube.com/watch?v=vLu5972oPZc&feature=related
Phanna's Platforms 101
http://www.youtube.com/watch?v=MMxgGtMLEfw
Shield drops in use
http://www.youtube.com/watch?v=HSdTFXQlE1Q#t=3m30
More Info 01/21/2013Better and better all the time. Great job Dan. And to elaborate on the newish stuff:
Even if you character doesn't have an aerial with a hitboxes above them that is fast (like shown in the video), you could always just double jump and do whichever aerial you choose. Ganon: sheild drop, mid air, poke with dair. Or just dair and land on the platform for more comboing. And the spacing would be easy, heck you could sheild drop thru then double jump an aerial and land behind them. Or maybe if you're feeling flashing you could shield drop thru and double jump with an aerial into your opponents face and edgecancel it.
You know how Sheiks sometimes needle camp on platforms? They jump onto a platform, charge some needles, then run off and fire at predictable positions? Well no more! Now they can instead dash shield drop their needle camping and needle approach from anywhere on the platform, rather than just the edges. On battle field with Sheik: Dash platform drop reverse needle capture edgecanceled bairs all day. Oh my God.
You think Foxes are bad now when they camp around the top of platforms of Dreamland? Just wait until they start sheilding dropping thru and shining, and then safely recovering back to the above platform with their midair jump.
Every worthwhile Falco player enjoys laser pillaring when they fall through platforms. However, they often times land right in the face of opponents. Dash platform dropping allows you to overcome that problem and increase the gap between characters. Who needs a shine when you can space?
We're really talking untapped metagame here. Make it happen.
On a 0 - 255 scale, 128 being in the middle, 0 on the bottom and left and 255 on the top and right, Shield dropping works in the vertical range from 75 - 73 and in the horizontal range from 75 - 73 and 182 - 180. You have a 1 - 5 frame window to move from (vertical ranges) 128 - 106 to 75 - 73 in order to shield drop. Any slower and from any lower ranges (e.g. 100 -> 74) and you will just move your shield down. This means you have a 5 frame buffer window to shield drop. So in other words, you can do the shield drop input 5 frames before the end of shieldstun and you will drop on the soonest possible frame of being out of shieldstun.
As a reference, the lower corner ridges of your control stick are at 61 (down), 54 (left) and 199 (right)
I acquired all of this info with dolphin TAS Input and debug mode

Methods of shield dropping
Method 1
Frame 1: Neutral (or above neutral) stick position
[any amount of frames with no movement]
Frame 2 - 5: Stick in shield drop position
Method 2
Frame 1: Neutral (or above neutral) stick position
[any amount of frames with no movement]
Frame 2: Stick slightly above shield drop position
Frame 5 - 7: Stick past (lower) shield drop position, can be all the way at the bottom.
Method 2 is probably what people who do a quarter-circle motion are doing
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