Chiroz
Tier Lists? Foolish...
This will be copied directly from my twitter thread that also has videos attached. If you want to go view that thread and the videos:
https://twitter.com/ChirozDR/status/1070134963310333956
For starters, you can now cancel the Shield Drop animation into a jump at any time. I believe this was a thing in Melee but wasn't doable in Smash 4. This can be done at any time during the Shield Drop, it doesn’t have to be at the beginning.
Since you can cancel it with jump squat, this means that you can perform an aerial out of Shield Drop, but also Jump Cancelling is still in the game, it’s just much harder to do because you have to input the U-Smash after your first jump squat frame but before you leave the ground (2 frame window).
Yes, you can perform Up-B and Up-Smash while shielding without Jump Cancelling, but when you are Shield Dropping the only way to input them is by doing a Jump Cancel.
Shield Grabbing has been nerfed. When hitstun ends, you cannot Shield Grab right away, instead your character will forcefully hold shield for 4+ more frames before starting the shield grab. So dropping shield and jumping are actually faster options to punish shield pressure.
For every attack I tested (more than 10) when you parry an attack, you gain exactly 14 extra frames of advantage, no matter what attack you parry. So if the opponent's move was -6 it will now be -20. If the opponent was 0, it will now be -14.
Parrying freezes the attacker for exactly 11 extra frames than hitting a shield would have frozen him for. I tested about 10 different attacks and they all yielded 11 extra frames, from Jabs to Tilts to Fully Charged Smashes, it was always 11 more frames than "Shield Freeze".
Parrying freezes the defender for exactly 8 extra frames, but bypasses the Shield Drop Animation which was 11 frames, netting you an advantage of 3 extra frames. This means defender moves 3 frames earlier, attacker moves 11 frames later - hence 14 frames advantage.
This is, if you weren't planning to jump OoS. In case you were planning to jump OoS, then the advantage gained by parry is only 3 extra frames (Attacker frozen for extra 11, Defender for extra 8, 11-8 = 3).
When you are hit on shield, there is a certain formula that determines a certain amount of frames that dropping your shield CANNOT activate Parry for. Keyword is "activate". You STILL go through the 5 extra frames of Shield Drop. I am also trying to imply that you might be able to Parry a hit by dropping your shield a bit later, timing it so that it's after the "Can't Activate Parry" window is over.
It's not about Parrying having less active frames, it's about Shield Dropping not being able to activate Parry before frame X. For example, the difference between being hit by Falcon's N-Air and Parrying it is all about the timing you decide to drop shield. In the example of Falcon's N-Air there is a window of exactly ONE frame to get a Parry by dropping shield in between hits.
The window is hit dependent and some multihits have no window to parry, if you drop your shield, no matter the timing you will get hit. Most of the ones I tested where either 1 or 2 frame windows with a few 3 frame ones.
All of this said. When you successfully Parry an attack, there is no “Can’t Activate Parry” window. As long as you have enough time to shield and drop shield in between the hits, you can keep Parrying indefinitely. Thankfully, you cannot buffer shield release in this game. If you parry a multhit move, you are not be able to just hit shield at any time, you will have to time your next parry correctly yourself.
That said, some multihits are so fast that even if you successfully parry one hit and gain a 14 frame advantage, it might still not be enough to attempt another Parry. The earliest you can Parry is frame 4. An example of this is MK's F-Air.
There are also other multihits that are so ridiculously fast that if you Parry the first hit, you will Auto Parry all others. This is because while under the "Parry Freeze Frames" you will Auto Parry any hit that lands on you. An example of this is Wolf's F-Tilt.
In case you're wondering you can buffer any offensive move out of a Parry and there’s plenty amount of time to do so.
When parrying projectiles, the attacker suffers no freeze at all. The defender suffers 2 extra frames of freeze, but because there’s no shield drop animation (which is 11 frames) you end up being able to move 9 frames earlier. Plus no shield damage.
https://twitter.com/ChirozDR/status/1070134963310333956
For starters, you can now cancel the Shield Drop animation into a jump at any time. I believe this was a thing in Melee but wasn't doable in Smash 4. This can be done at any time during the Shield Drop, it doesn’t have to be at the beginning.
Since you can cancel it with jump squat, this means that you can perform an aerial out of Shield Drop, but also Jump Cancelling is still in the game, it’s just much harder to do because you have to input the U-Smash after your first jump squat frame but before you leave the ground (2 frame window).
Yes, you can perform Up-B and Up-Smash while shielding without Jump Cancelling, but when you are Shield Dropping the only way to input them is by doing a Jump Cancel.
Shield Grabbing has been nerfed. When hitstun ends, you cannot Shield Grab right away, instead your character will forcefully hold shield for 4+ more frames before starting the shield grab. So dropping shield and jumping are actually faster options to punish shield pressure.
For every attack I tested (more than 10) when you parry an attack, you gain exactly 14 extra frames of advantage, no matter what attack you parry. So if the opponent's move was -6 it will now be -20. If the opponent was 0, it will now be -14.
Parrying freezes the attacker for exactly 11 extra frames than hitting a shield would have frozen him for. I tested about 10 different attacks and they all yielded 11 extra frames, from Jabs to Tilts to Fully Charged Smashes, it was always 11 more frames than "Shield Freeze".
Parrying freezes the defender for exactly 8 extra frames, but bypasses the Shield Drop Animation which was 11 frames, netting you an advantage of 3 extra frames. This means defender moves 3 frames earlier, attacker moves 11 frames later - hence 14 frames advantage.
This is, if you weren't planning to jump OoS. In case you were planning to jump OoS, then the advantage gained by parry is only 3 extra frames (Attacker frozen for extra 11, Defender for extra 8, 11-8 = 3).
When you are hit on shield, there is a certain formula that determines a certain amount of frames that dropping your shield CANNOT activate Parry for. Keyword is "activate". You STILL go through the 5 extra frames of Shield Drop. I am also trying to imply that you might be able to Parry a hit by dropping your shield a bit later, timing it so that it's after the "Can't Activate Parry" window is over.
It's not about Parrying having less active frames, it's about Shield Dropping not being able to activate Parry before frame X. For example, the difference between being hit by Falcon's N-Air and Parrying it is all about the timing you decide to drop shield. In the example of Falcon's N-Air there is a window of exactly ONE frame to get a Parry by dropping shield in between hits.
The window is hit dependent and some multihits have no window to parry, if you drop your shield, no matter the timing you will get hit. Most of the ones I tested where either 1 or 2 frame windows with a few 3 frame ones.
All of this said. When you successfully Parry an attack, there is no “Can’t Activate Parry” window. As long as you have enough time to shield and drop shield in between the hits, you can keep Parrying indefinitely. Thankfully, you cannot buffer shield release in this game. If you parry a multhit move, you are not be able to just hit shield at any time, you will have to time your next parry correctly yourself.
That said, some multihits are so fast that even if you successfully parry one hit and gain a 14 frame advantage, it might still not be enough to attempt another Parry. The earliest you can Parry is frame 4. An example of this is MK's F-Air.
There are also other multihits that are so ridiculously fast that if you Parry the first hit, you will Auto Parry all others. This is because while under the "Parry Freeze Frames" you will Auto Parry any hit that lands on you. An example of this is Wolf's F-Tilt.
In case you're wondering you can buffer any offensive move out of a Parry and there’s plenty amount of time to do so.
When parrying projectiles, the attacker suffers no freeze at all. The defender suffers 2 extra frames of freeze, but because there’s no shield drop animation (which is 11 frames) you end up being able to move 9 frames earlier. Plus no shield damage.