This is a personal project of mine exploring shields and shield pressure as it relates to smash theory, meta game, and frame data.
Unless otherwise specified, all maneuvers' frame data is regarded as if it were executed perfectly.
If anyone else has any topical information that I overlooked, please let me know, and I will investigate/ add it to this project.
General Information:
The shield (not light shield) Stays up for exactly 215 frames (yoshi's is 1 more). When an attack hits it, it weakens the shield.
This amount of damage can be measured by counting the number of frames subtracted from the shields total lifespan.
Therefore, the amount of damage a move inflicts on a shield can be quantified by the frames in duration it removes from the shields lifespan.
Note that there is a rough correlation between the % that a move would normally deal to the % of total shield lifespan it removes.
So, essentially, a shield has 215 HP, and you moves that hit it deal a set # of damage compared against those HP.
Also, a shield will take 1 damage every frame it's out (not in hit stun) by definition (shield decay).
Light Shields will have the same amount of HP, they just have much less shield Decay (~.118 the shield decay of the heavy shield)
So, when "shield damage" is referenced here, it is measured in # frames that the shield loses from it's lifespan.
Note that a shield takes its damage from an attack on the first frame of shield stun, and takes no damage (not even shield decay) during hit stun.
Shield Recharge Rate: For every 4 frames the shield is inactive, 1 HP of the shield is restored (rounded up)
Attacks:
Nair:
Comes out: frame 4
fastest out of shield: frame 8
Shield damage: 26
Shield stun: 14 frames
L-canceled Lag: 7 Frames
Dair (6 hits):
Comes out: frame 5
Fastest out of shield: frame 9
Shield Damage: 22
Shield Stun: ~37 frames (~6/7 frames/ hit) has a -5 frame disadvantage after l-cancelling.
L-canceled Lag: 9 frames
Bair:
Comes out: frame 4
Fastest out of shield: frame 8
Shield Damage: 42
Shield Stun: 16 frames
L-canceled Lag: 10 frames
Uair:
Comes out: frame 8
Fastest out of shield: frame 12
Shield Damage: 42
Shield Stun: 15 frames (after 2nd hit)
L-canceled Lag: 9 frames
Fair:
Don't shffl fairs into shields.
L-canceled Lag: 9 frames
Shine:
Comes out: frame 1
Fastest out of shield: frame 5
Shield Damage: 5
Shield Stun: 8 frames
USmash
Comes out: frame 7
Fastest of of shield (or shine): frame 8
Shield Damage: 36
Shield Stun: 19 frames (15 frame disadvantage)
Full Moveset:
Listed: Hitlag ShieldStun Attack
Shield Pressuring Techniques:
Green = Shield in Stun
Red = Shield not in Stun
Waveshining:
1 Shine, Hitlag
2 Hitlag
3 Hitlag
4 Hitlag
5
6
7 Start Jump
8
9
10 Airborne, Air Dodge
11 Waveland Lag
12 Waveland Lag
13 Waveland Lag
14 Waveland Lag
15 Waveland Lag
16 Waveland Lag
17 Waveland Lag
18 Waveland Lag
19 Waveland Lag
20 Waveland Lag
21 Shine Again
Shield Damage: 5/ shine, shield decay 12. total 17/ iteration.
Notes: Used to position oneself better against the shield (behind them usually).
Multishining:
1 Shine, Hitlag
2 Hitlag
3 Hitlag
4 Hitlag
5
6
7 Start Jump
8
9
10 Airborne, Shine, Hitlag
11 Hitlag
12 Hitlag
13 Hitlag
14
15
16 Land, Start Jump
17
18
19 Airborne, Shine
Shield Damage: 5/ shine, 1 frame shield decay. Total 6/ iteration.
Pillaring (w/ dair):
Shine puts +2 advantage after jump, drill comes out on frame 5, and has a 3 frame disadvantage.
Drill lands w/ 4 frames of shield lag (past the hitstun on the drill), so after l-canceling (9 frames) you have a 5 frame disadvantage.
Escape methods: spot dodge (after shine), spot dodge/ roll/ any one frame attack jc'ed by a 4 frame jumper (after drill)
Shield Damage: 22/ Drill, 5/ shine, 8 for shield decay. 35/ iteration.
Notes: you should position your dair so that it's inside of them (to follow their shield DI/SDI, and to make sure you don't shield poke).
Pillaring (w/ bair):
Fastest Bair
1 Shine, Hitlag
2 Hitlag
3 Hitlag
4 Hitlag
5
6
7 Start Jump
8
9
10 Airborne, Start Bair
11
12
13 Bair Hits, Hitlag
14 Hitlag
15 Hitlag
16 Hitlag
17 Hitlag
18 Hitlag
19 Hitlag
20 Hitlag
21
22
23
24
25
26
27
28 Fast Fall
29
30
31
32 Land, LC lag
33 LC lag
34 LC lag
35 LC lag
36 LC lag
37 LC lag
38 LC lag
39 LC lag
40 LC lag
41 LC lag
42 Shine Again
Later Bair
1 Shine, Hitlag
2 Hitlag
3 Hitlag
4 Hitlag
5
6
7 Start Jump
8
9
10 Airborne
11
12
13
14
15
16
17
18
19
20
21 Bair Hits, Hitlag, Fast Fall
22 Hitlag
23 Hitlag
24 Hitlag
25 Hitlag
26 Hitlag
27 Hitlag
28 Hitlag
29
30
31
32 Land, LC lag
33 LC lag
34 LC lag
35 LC lag
36 LC lag
37 LC lag
38 LC lag
39 LC lag
40 LC lag
41 LC lag
42 Shine Again
Shield Damage: 42/ bair + 5/ shine. Total of 47/ itteration.
Notes: This is used for a shield finisher, since it can be escaped easily after the bair, and hits easily after a shine, and does massive shield damage.
ShineGrabbing:
(shine>jc grab)
1 Shine, Hitlag
2 Hitlag
3 Hitlag
4 Hitlag
5
6
7 Start Jump
8 Start JC Grab
9
10
11
12
13
14 Grab "hits"
Shield Damage: 5/ shine + 6 Shield Decay, 11 total (irrelevant)
Notes: Used to end shield pressure into a grab
ShineSmashing
(Shine>jc usmash)
1 Shine, Hitlag
2 Hitlag
3 Hitlag
4 Hitlag
5
6
7 Start Jump
8 Start JC usmash
9
10
11
12
13
14 Usmash Hits
Shield Damage: 41 + 6 frames decay. Total = 47
Notes: Use only when the usmash will break the shield, as this will make them either get smashed or have thier shield broken.
Since any buffered dodge/ roll has more than 1 frame before they become invincible, this is an effective way to punish buffering.
The Strategy here: When there shield is low enough, and you expect them to escape via a buffered roll/ spot dodge, you can shinesmash. If they buffered some form of escape, the usmash will connect. If they didn't buffer a method of escape, their shield will be broken. This is a win-win situation if their shield is low enough on HP.
Breaking Pressure, The Options:
Buffering:
Buffering is using the c-stick to execute an option automatically when it opens.
While in a shield, holding the C-stick left/right will buffer a roll. Fox's roll becomes invincible on frame 4,
so any type of pressure w/ a disadvantage of 4 frames or greater can be rolled out of.
While in a shield, holding the C-stick down will buffer a spot dodge. Fox's Spot dodge becomes invincible on frame 2,
so any type of pressure w/ a disadvantage of 2 frames or greater can be spot dodge out of (well, you can spot dodge anyway, it might not get you out of it)
While in a shield, holding the C-stick up will buffer a jump. Fox's jump takes 4 frames to leave the ground.
ShieldGrabbing:
takes 7 frames, so any pressure w/ a disadvantage of 8 frames or greater can be shield grabbed
Aerials out of shield:
Fox's Nair and Bair are fox's fastest aerials out of a shield at 8 frames a piece,
so any pressure w/ a disadvantage of 8 frames can be counter attacked.
Notes: Can be combined w/ a buffered jump
ShieldShining:
(jc'ing a shine out of a shield)
Comes out on frame 5, and is invincible on frame 5,
so any pressure w/ a 5 frame or more disadvantage can be escaped (guaranteed) by a shieldshine.
Notes: Can be combined w/ a buffered jump, but would be ridiculously difficult to do (and still be on the ground)
Can be used to start shine combos (be prepared to Thunders against space animals)
ShieldSmashing
(jc'ing a usmash out of a shield)
Comes out on frame 8
so any pressure w/ a 8 frame or more disadvantage can be escaped by a sheildsmash.
Notes: Can be combined w/ a buffered jump, but would be ridiculously difficult to do
Can be used to start shine combos (be prepared to uair, or to grab/ usmash again against space animals)
Shield Release Lag: 15 frames
This means you can attack after 15 frames of releasing your shield,
so any form of pressure w/ a 16 frame disadvantage can be punished by releasing your shield, then attacking.
Shield Toggling
Since you can switch your "shield density" (how light vs heavy it is), you can let up a bit on R/L during shield pressure, so that the pressure will push you away (since the light shield has less traction).
Powershield:
Your shield will still have all hitstun from an attack, but the advantage is that it's optional to remain in your shield after powershielding. If it's a projectile, it will reflect it.
Note: if you release R/L immediately, the normal shield will not come out, so you don't have to deal w/ hit stun nor release lag. Powershield>shine is the fastest shield counterstrike there is (more powerful moves will usually work too, depending on how much time is left in the moves animation).
How to Powershield: Press R/L/Z somewhere between (inclusive) 4 & 0 frames before the attack would hit.
Lightshield:
The lightshield has significantly less traction than the "heavy" shield, this makes for an easier escape of shield pressure, while simultaneously making
it harder to counter attack a shield pressurer.
Note: Shield density cannot be changed while in shield hit lag, but can be instantaneously any other time.
Advanced Buffers:
A highly theoretical concept, buffering a jump out of a shield and JCing that into something to guarantee you're not being cheated on frames.
Hold Up on the C-stick in shield stun. From the frame the shield drops you have 1 frame to input your JC (frame 1: shield drops, frame 2: input JC, frame 3: JC, frame 4: airborne if missed window).
Buffering shield smashers:
tilt the control stick up, hold up-c (with thumb over A) when shield drops, press A (release R/L).
Takes 9 Frames to come out.
Buffering Shield Shines:
tilt the control stick down, hold up-c (with thumb over B) when shield drops, press B.
Note that since this isn't a true JC, you're actually Shining on the first frame airborne.
Takes 4 Frames to come out.
Buffering Shield Grabs:
Hold up-c (with thumb over A) when shield drops, press A (don't release R/L).
Takes 9 Frames to come out.
Specific Types of Pressure Broken Down
(all data found in SCOTU's Frame Data Q&A + Request Thread
Falco's Pillar Data:
Notice:
I am in fact human, and therefore prone to error, if you notice something that is incorrect or incomplete, please kindly let me know (either w/ a PM, or post).
Thank you.
Credits:
Information used from SuperDoodleMan and Mew2King's work.
Thanks to Phanna for providing some of the hitlag/ shield stun data.
Additional information collected by me using Action Replay.
Comming Soon:
Suggestions on what to add?
Current as of: August 13, 2007
July 18th, expanded info on lightshields and powershields
July 19th, corrected ShineGrabbing, added ShineSmashing, ShieldSmashing, Comming Soon section
July 27th, added L-Cancel Info, added Adv. Buffers
August 6th, added full moveset, updated Usmash data, corrected some original data
August 10th, redoing shield pressure sections with frame breakdowns on how to do each maneuver, and where it's strength's & weaknesses lie.
August 13th, added section on specific types of pressure (falco's pillar, multishine, jab cancels, Peach Pillar, Marth's Dtilt), Recharge Rate, Completed section on powershielding
Unless otherwise specified, all maneuvers' frame data is regarded as if it were executed perfectly.
If anyone else has any topical information that I overlooked, please let me know, and I will investigate/ add it to this project.
General Information:
The shield (not light shield) Stays up for exactly 215 frames (yoshi's is 1 more). When an attack hits it, it weakens the shield.
This amount of damage can be measured by counting the number of frames subtracted from the shields total lifespan.
Therefore, the amount of damage a move inflicts on a shield can be quantified by the frames in duration it removes from the shields lifespan.
Note that there is a rough correlation between the % that a move would normally deal to the % of total shield lifespan it removes.
So, essentially, a shield has 215 HP, and you moves that hit it deal a set # of damage compared against those HP.
Also, a shield will take 1 damage every frame it's out (not in hit stun) by definition (shield decay).
Light Shields will have the same amount of HP, they just have much less shield Decay (~.118 the shield decay of the heavy shield)
So, when "shield damage" is referenced here, it is measured in # frames that the shield loses from it's lifespan.
Note that a shield takes its damage from an attack on the first frame of shield stun, and takes no damage (not even shield decay) during hit stun.
Shield Recharge Rate: For every 4 frames the shield is inactive, 1 HP of the shield is restored (rounded up)
Attacks:
Nair:
Comes out: frame 4
fastest out of shield: frame 8
Shield damage: 26
Shield stun: 14 frames
L-canceled Lag: 7 Frames
Dair (6 hits):
Comes out: frame 5
Fastest out of shield: frame 9
Shield Damage: 22
Shield Stun: ~37 frames (~6/7 frames/ hit) has a -5 frame disadvantage after l-cancelling.
L-canceled Lag: 9 frames
Bair:
Comes out: frame 4
Fastest out of shield: frame 8
Shield Damage: 42
Shield Stun: 16 frames
L-canceled Lag: 10 frames
Uair:
Comes out: frame 8
Fastest out of shield: frame 12
Shield Damage: 42
Shield Stun: 15 frames (after 2nd hit)
L-canceled Lag: 9 frames
Fair:
Don't shffl fairs into shields.
L-canceled Lag: 9 frames
Shine:
Comes out: frame 1
Fastest out of shield: frame 5
Shield Damage: 5
Shield Stun: 8 frames
USmash
Comes out: frame 7
Fastest of of shield (or shine): frame 8
Shield Damage: 36
Shield Stun: 19 frames (15 frame disadvantage)
Full Moveset:
Listed: Hitlag ShieldStun Attack
- Jabs
- 04 07 Jab 1
- 04 07 Jab 2
- 03 05 Rapid Jab 1
- 03 05 Rapid Jab 2
- 03 05 Rapid Jab 3
- 03 05 Rapid Jab 4
- 03 05 Rapid Jab 5
- Tilts
- 06 12 Down Tilt
- 06 12 Forward Tilt (high)
- 06 12 Forward Tilt (low)
- 06 12 Forward Tilt (middle)
- 07 14 Up Tilt
- Dash Attack
- 05 10 Dash Attack
- Smashes
- 09 19 Down Smash (charged)
- 08 16 Down Smash (uncharged)
- 09 19 Forward Smash (charged)
- 08 16 Forward Smash (uncharged)
- 11 23 Up Smash (charged)
- 09 19 Up Smash (uncharged)
- Aerials
- 08 16 Back Air
- 06 12 Back Air (weak)
- 04 07 Down Air (each hit)
- 05 10 Forward Air (1st hit)
- 05 09 Forward Air (other hits)
- 07 14 Neutral Air
- 06 12 Neutral Air (weak)
- 04 08 Up Air (1st hit)
- 08 15 Up Air (2nd hit)
- Specials
- 04 08 Down-B
- 00 na Neutral-B (not shielded)
- 04 07 Neutral-B (shielded)
- 05 10 Side-B
- 03 05 Up-B (charging flames)
- 07 15 Up-B (firefox)
- Getups
- 05 10 Edge Attack-up (fast)
- 05 10 Edge Attack-up (slow)
- 05 09 Faceplant Attack-up (1st hit)
- 05 09 Faceplant Attack-up (2nd hit)
- 05 09 Pratfall Attack-up (1st hit)
- 05 09 Pratfall Attack-up (2nd hit)
- Grabs
- 04 07 Attack (while holding)
- 00 na Back Throw
- 00 na Down Throw
- 00 na Forward Throw
- 00 na Up Throw
Shield Pressuring Techniques:
Green = Shield in Stun
Red = Shield not in Stun
Waveshining:
1 Shine, Hitlag
2 Hitlag
3 Hitlag
4 Hitlag
5
6
7 Start Jump
8
9
10 Airborne, Air Dodge
11 Waveland Lag
12 Waveland Lag
13 Waveland Lag
14 Waveland Lag
15 Waveland Lag
16 Waveland Lag
17 Waveland Lag
18 Waveland Lag
19 Waveland Lag
20 Waveland Lag
21 Shine Again
Shield Damage: 5/ shine, shield decay 12. total 17/ iteration.
Notes: Used to position oneself better against the shield (behind them usually).
Multishining:
1 Shine, Hitlag
2 Hitlag
3 Hitlag
4 Hitlag
5
6
7 Start Jump
8
9
10 Airborne, Shine, Hitlag
11 Hitlag
12 Hitlag
13 Hitlag
14
15
16 Land, Start Jump
17
18
19 Airborne, Shine
Shield Damage: 5/ shine, 1 frame shield decay. Total 6/ iteration.
Pillaring (w/ dair):
Shine puts +2 advantage after jump, drill comes out on frame 5, and has a 3 frame disadvantage.
Drill lands w/ 4 frames of shield lag (past the hitstun on the drill), so after l-canceling (9 frames) you have a 5 frame disadvantage.
Escape methods: spot dodge (after shine), spot dodge/ roll/ any one frame attack jc'ed by a 4 frame jumper (after drill)
Shield Damage: 22/ Drill, 5/ shine, 8 for shield decay. 35/ iteration.
Notes: you should position your dair so that it's inside of them (to follow their shield DI/SDI, and to make sure you don't shield poke).
Pillaring (w/ bair):
Fastest Bair
1 Shine, Hitlag
2 Hitlag
3 Hitlag
4 Hitlag
5
6
7 Start Jump
8
9
10 Airborne, Start Bair
11
12
13 Bair Hits, Hitlag
14 Hitlag
15 Hitlag
16 Hitlag
17 Hitlag
18 Hitlag
19 Hitlag
20 Hitlag
21
22
23
24
25
26
27
28 Fast Fall
29
30
31
32 Land, LC lag
33 LC lag
34 LC lag
35 LC lag
36 LC lag
37 LC lag
38 LC lag
39 LC lag
40 LC lag
41 LC lag
42 Shine Again
Later Bair
1 Shine, Hitlag
2 Hitlag
3 Hitlag
4 Hitlag
5
6
7 Start Jump
8
9
10 Airborne
11
12
13
14
15
16
17
18
19
20
21 Bair Hits, Hitlag, Fast Fall
22 Hitlag
23 Hitlag
24 Hitlag
25 Hitlag
26 Hitlag
27 Hitlag
28 Hitlag
29
30
31
32 Land, LC lag
33 LC lag
34 LC lag
35 LC lag
36 LC lag
37 LC lag
38 LC lag
39 LC lag
40 LC lag
41 LC lag
42 Shine Again
Shield Damage: 42/ bair + 5/ shine. Total of 47/ itteration.
Notes: This is used for a shield finisher, since it can be escaped easily after the bair, and hits easily after a shine, and does massive shield damage.
ShineGrabbing:
(shine>jc grab)
1 Shine, Hitlag
2 Hitlag
3 Hitlag
4 Hitlag
5
6
7 Start Jump
8 Start JC Grab
9
10
11
12
13
14 Grab "hits"
Shield Damage: 5/ shine + 6 Shield Decay, 11 total (irrelevant)
Notes: Used to end shield pressure into a grab
ShineSmashing
(Shine>jc usmash)
1 Shine, Hitlag
2 Hitlag
3 Hitlag
4 Hitlag
5
6
7 Start Jump
8 Start JC usmash
9
10
11
12
13
14 Usmash Hits
Shield Damage: 41 + 6 frames decay. Total = 47
Notes: Use only when the usmash will break the shield, as this will make them either get smashed or have thier shield broken.
Since any buffered dodge/ roll has more than 1 frame before they become invincible, this is an effective way to punish buffering.
The Strategy here: When there shield is low enough, and you expect them to escape via a buffered roll/ spot dodge, you can shinesmash. If they buffered some form of escape, the usmash will connect. If they didn't buffer a method of escape, their shield will be broken. This is a win-win situation if their shield is low enough on HP.
Breaking Pressure, The Options:
Buffering:
Buffering is using the c-stick to execute an option automatically when it opens.
While in a shield, holding the C-stick left/right will buffer a roll. Fox's roll becomes invincible on frame 4,
so any type of pressure w/ a disadvantage of 4 frames or greater can be rolled out of.
While in a shield, holding the C-stick down will buffer a spot dodge. Fox's Spot dodge becomes invincible on frame 2,
so any type of pressure w/ a disadvantage of 2 frames or greater can be spot dodge out of (well, you can spot dodge anyway, it might not get you out of it)
While in a shield, holding the C-stick up will buffer a jump. Fox's jump takes 4 frames to leave the ground.
ShieldGrabbing:
takes 7 frames, so any pressure w/ a disadvantage of 8 frames or greater can be shield grabbed
Aerials out of shield:
Fox's Nair and Bair are fox's fastest aerials out of a shield at 8 frames a piece,
so any pressure w/ a disadvantage of 8 frames can be counter attacked.
Notes: Can be combined w/ a buffered jump
ShieldShining:
(jc'ing a shine out of a shield)
Comes out on frame 5, and is invincible on frame 5,
so any pressure w/ a 5 frame or more disadvantage can be escaped (guaranteed) by a shieldshine.
Notes: Can be combined w/ a buffered jump, but would be ridiculously difficult to do (and still be on the ground)
Can be used to start shine combos (be prepared to Thunders against space animals)
ShieldSmashing
(jc'ing a usmash out of a shield)
Comes out on frame 8
so any pressure w/ a 8 frame or more disadvantage can be escaped by a sheildsmash.
Notes: Can be combined w/ a buffered jump, but would be ridiculously difficult to do
Can be used to start shine combos (be prepared to uair, or to grab/ usmash again against space animals)
Shield Release Lag: 15 frames
This means you can attack after 15 frames of releasing your shield,
so any form of pressure w/ a 16 frame disadvantage can be punished by releasing your shield, then attacking.
Shield Toggling
Since you can switch your "shield density" (how light vs heavy it is), you can let up a bit on R/L during shield pressure, so that the pressure will push you away (since the light shield has less traction).
Powershield:
Your shield will still have all hitstun from an attack, but the advantage is that it's optional to remain in your shield after powershielding. If it's a projectile, it will reflect it.
Note: if you release R/L immediately, the normal shield will not come out, so you don't have to deal w/ hit stun nor release lag. Powershield>shine is the fastest shield counterstrike there is (more powerful moves will usually work too, depending on how much time is left in the moves animation).
How to Powershield: Press R/L/Z somewhere between (inclusive) 4 & 0 frames before the attack would hit.
Lightshield:
The lightshield has significantly less traction than the "heavy" shield, this makes for an easier escape of shield pressure, while simultaneously making
it harder to counter attack a shield pressurer.
Note: Shield density cannot be changed while in shield hit lag, but can be instantaneously any other time.
Advanced Buffers:
A highly theoretical concept, buffering a jump out of a shield and JCing that into something to guarantee you're not being cheated on frames.
Hold Up on the C-stick in shield stun. From the frame the shield drops you have 1 frame to input your JC (frame 1: shield drops, frame 2: input JC, frame 3: JC, frame 4: airborne if missed window).
Buffering shield smashers:
tilt the control stick up, hold up-c (with thumb over A) when shield drops, press A (release R/L).
Takes 9 Frames to come out.
Buffering Shield Shines:
tilt the control stick down, hold up-c (with thumb over B) when shield drops, press B.
Note that since this isn't a true JC, you're actually Shining on the first frame airborne.
Takes 4 Frames to come out.
Buffering Shield Grabs:
Hold up-c (with thumb over A) when shield drops, press A (don't release R/L).
Takes 9 Frames to come out.
Specific Types of Pressure Broken Down
(all data found in SCOTU's Frame Data Q&A + Request Thread
Falco's Pillar Data:
Falco's Multishine Data:Early Pillar (dair asap out of shine):
1 Shine, Hitlag
2 Hitlag
3 Hitlag
4 Hitlag
5 Hitlag
6
7
8 Start Jump
9
10
11
12
13 Airborne (start Dair)
14
15
16
17 Dair Hits, Hitlag
18 Hitlag
19 Hitlag
20 Hitlag
21 Hitlag
22 Hitlag
23 Hitlag
24
25
26
27
28
29
30
31
32 Fast Fall
33
34
35
36 Land, LC lag
37 LC lag
38 LC lag
39 LC lag
40 LC lag
41 LC lag
42 LC lag
43 LC lag
44 LC lag
45 Shine again
Ideal Pillar (Typical Pillar):
1 Shine, Hitlag
2 Hitlag
3 Hitlag
4 Hitlag
5 Hitlag
6
7
8 Start Jump
9
10
11
12
13 Airborne
14
15
16
17
18
19
20
21 Start Dair
22
23
24
25
26 Dair Hits, HitLag, Fast Fall
27 Hitlag
28 Hitlag
29 Hitlag
30 Hitlag
31 Hitlag
32 Hitlag
33
34
35
36 Land- LC lag
37 LC lag
38 LC lag
39 LC lag
40 LC lag
41 LC lag
42 LC lag
43 LC lag
44 LC lag
45 Shine again
Late Dair (Dair hits right before landing)
1 Shine, Hitlag
2 Hitlag
3 Hitlag
4 Hitlag
5 Hitlag
6
7
8 Start Jump
9
10
11
12
13 Airborne
14
15
16
17
18
19
20
21
22
23
24
25 Start Dair
26 Fast Fall
27
28
29 Dair Hits, Hitlag
30 Hitlag
31 Hitlag
32 Hitlag
33 Hitlag
34 Hitlag
35 Hitlag
36 Land, LC lag
37 LC lag
38 LC lag
39 LC lag
40 LC lag
41 LC lag
42 LC lag
43 LC lag
44 LC lag
45 Shine Again
Falco's Jab Cancel DataMultishining
1 Shine, Hitlag
2 Hitlag
3 Hitlag
4 Hitlag
5 Hitlag
6
7
8 Start Jump
9
10
11
12
13 Airborne, shine, Hitlag
14 Hitlag
15 Hitlag
16 Hitlag
17 Hitlag
18
19
20 Land, Start Jump for repeat
21
22
23
24
25 Airborne, Shine, Hitlag
Peach's "Pillar"Single Jab Cancels:
1 Jab starts
2 Jab Hits, Hitlag
3 Hitlag
4 Hitlag
5 Hitlag
6
7
8
9
10
11
12
13
14
15
16
17
18
19 IASA w/ crouch
20 Start Next Jab
21 Next Jab Hits, Hitlag
Two Jab Cancel:
1 Start Jab
2 Jab hits, Hitlag
3 Hitlag
4 Hitlag
5 Hitlag
6
7
8
9 Second punch starts
10
11 Second Punch hits, Hitlag
12 Hitlag
13 Hitlag
14 Hitlag
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30 IASA w/ crouch
31 Start next series
32 Next jab hits, Hitlag
Marth DtiltsNair>Slap
1 Start Nair
2 Fast Fall
3 Nair Hits, Hitlag
4 Hitlag
5 Hitlag
6 Hitlag
7 Hitlag
8 Hitlag
9 Land, Landing Lag
10 Landing Lag
11 Landing Lag
12 Landing Lag
13 Start Slap
14 Slap Hits, Hitlag
15 Hitlag
16 Hitlag
17
18
19
20
21
22
23
24
25
26
27
28
29
30 IASA w/ Jump
31
32
33
34
35 Airborne
36 Float
37 Start Nair (repeat from beginning)
Nair>Nair
1 Start Nair
2 Fast Fall
3 Nair Hits, Hitlag
4 Hitlag
5 Hitlag
6 Hitlag
7 Hitlag
8 Hitlag
9 Land, Landing Lag
10 Landing Lag
11 Landing Lag
12 Landing Lag
13 Start Jump
14
15
16
17
18 Airborne
19 Float
20 Start Nair (repeat from beginning)
Marth's Dtilt Shield Pressure
1 start Dtilt
2
3
4
5
6
7 Dtilt Hits, Hitlag
8 Hitlag
9 Hitlag
10 Hitlag
11Hitlag
12Hitlag
13
14
15
16
17
18
19
20
21
22
23
24
25 IASA w/ another Dtilt (repeat from beginning)
Notice:
I am in fact human, and therefore prone to error, if you notice something that is incorrect or incomplete, please kindly let me know (either w/ a PM, or post).
Thank you.
Credits:
Information used from SuperDoodleMan and Mew2King's work.
Thanks to Phanna for providing some of the hitlag/ shield stun data.
Additional information collected by me using Action Replay.
Comming Soon:
Suggestions on what to add?
Current as of: August 13, 2007
July 18th, expanded info on lightshields and powershields
July 19th, corrected ShineGrabbing, added ShineSmashing, ShieldSmashing, Comming Soon section
July 27th, added L-Cancel Info, added Adv. Buffers
August 6th, added full moveset, updated Usmash data, corrected some original data
August 10th, redoing shield pressure sections with frame breakdowns on how to do each maneuver, and where it's strength's & weaknesses lie.
August 13th, added section on specific types of pressure (falco's pillar, multishine, jab cancels, Peach Pillar, Marth's Dtilt), Recharge Rate, Completed section on powershielding