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Shields: Do they Need Defending?

kirbykid

BRoomer
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Joined
Oct 21, 2002
Messages
486
Location
Texas
I noticed a few things looking at the screenshots of the final smashes. The characters are either running away, being demolished, or dodging the attacks. Why isn’t anyone shielding the attacks. Maybe shielding is futile against the final smashes. The more I thought about it, the more I realized that I hadn’t seen a screenshot of any character shielding yet.
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This shot comes the closest to showing a shield. Fox’s arms are bent as if shielding Mario’s attack except there’s no colorful bubble. Perhaps Sakurai felt the shields would be unattractive for the screenshots and removed their graphic before taking the picture. Maybe shielding has been changed for Brawl and there’s a new way to defend against attacks. Whatever the truth is, it would be good to discuss just how good the shields are in Super Smash Bros. Melee. <!--more-->

Winning in Melee is all about spacing and timing. To strike your opponent, you have to be close enough to make contact. This is spacing. To successfully land a blow once in rage, you have to be aware of how fast your moves come out, or how long they last. This timing. It’s simple to see how space and time work together at the heart of this fighting game. These same parameters apply to shielding. When holding either L or R, a colorful translucent orb encapsulates your character. The time it takes to put up a shield or let it go is very quick, allowing for players to defend themselves as a reaction. If an attack hits the shield, the shield absorbs the shock preventing the player from being hit. However, the force of the attack puts stun on the shield too preventing it from being dropped or let go of as quickly. The stronger the attack, the more stun is transfered to the shield.
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To prevent the shield from being used to indefinitely protect one’s character, the shield shrinks over time. This is dynamic for several reasons. The more the shield shrinks the less area it can protect. If the shield becomes too small, it breaks leaving the player woozy and open for any attack. As the shield shrinks, it maintains its circular shape. Naturally, the first parts to become exposed are the head and feet. In order to protect these areas with a smaller shield, the shield can be moved around by moving the control stick softly. If they try to hit your head, move it up some. If they’re stabbing at your feet, move it down. The smaller the shield gets, the more the players has to know about the spacing and timing of the oncoming attacks. The small character’s shield generally cover more of their body especially if they’re round like a Kirby. The bigger (usually stronger) characters extremities poke out of their shields very quickly.

To prevent shield from being assaulted from attack after attack that applies so much stun that the defender is pinned in place practically paralyzed, the player has a variety of dodging and attacking options. Just by moving the control stick left or right while shielding, the player can roll away invincible for a short period of time. By moving the stick down, the character dodges on the spot. By hitting up or any of the jump buttons, you can jump out of shield. With a few advanced techniques, you can even up+B or up smash directly from your shield.

These options are great, however, the most effective move from a shield is “shield grabbing.” Simply by hitting the A button while shielding, the shield is dropped and the character immediately grabs. This is an easy way to reverse a situation. Most attacks will leave the attacker vulnerable for a moment making shield grabbing very effective.

Being able to attack from a shield may seem counter intuitive or cheap, but there are only two attack possibilities for the defender to use while the attacker can use any of their moves without worrying about stun. This is why the advantage is always on the attacker’s side. This is important because it encourages active playing and attacking instead of defending.

So far shielding is simple and complex at the same time. All that I have discussed primarily involves the heavy shield. The heavy shield is the darkest colored shield that comes up when the triggers are held completely in until they click. Because these triggers have different levels of pressure, shields in Melee have different densities. By barely pressing the triggers (or by pressing and holding the Z button) a light shield comes up. The main differences between the heavy (normal) shield and the light shield is the light shield trades size for durability. Though the light shield is bigger than the heavy shield, it shrinks much more quickly when under attack. Also, the light shield grips the ground less than the heavy shield. When attacked, the light shield causes the character to slide in the same direction as the force of the attack. This can be a good or a bad thing.
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The shield was also specifically designed to balance the game by adding two more features. By activating the shield right before a projectile hits you, the projectile is reflected and travels along the reversed trajectory. It’s called power shielding. If this same technique is used against an attack, the shield is instantly dropped without taking stun from the attack. This allows the defender to retaliate quickly instead of being slowed down by shield stun. Because of these shield techniques, all projectiles can potentially be reversed to hurt the player who sent them. It makes some players think twice before shooting, throwing, or launching anything. Unfortunately, using this techniques on attacks doesn’t always produce fruitful results. Some attacks have multiple hits that practically ignore all the hard work that’s involved with the timing and spacing of a power shield.

As as a final design point, the big round colorful shields are easy to see when the game is zoomed out. It’s like a beacon that tells you who is shielding and where.

With all this detail put into shielding, I highly doubt they’ll remove the colored bubbles from the game. I hope they fix power shielding, but other than that, they’re nearly perfect as they are.
 
M

Master Makoku

Guest
Bravo, bravo, encore, encore. :) Good story as always and for so early in the morning. Id have to agree on the fact that they probably wont get rid of them. Maybe Sakurai was waiting to put up a post in the “how to play” section named “Shielding, it helps”. I dont know if thats wat it will be called but I bet he’ll make one. After that he’ll add pics with the shield. Oh and First comment woot! :)
 

Rockin

Juggies <3
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Oct 16, 2006
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3,546
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Bronx, New York
Now that you’ve mentioned it, I never saw any shielding for Brawl. But wait, was their shielding on Smash 64 and Melee on their trailers and commercials?

I highly doubt they’re gonna mess with the shield. They’re probably just doing more fighting and less shielding.
 
L

Lava

Guest
Yeah, nice write up. I really hope shielding stays the same, or just slightly improved. I was just thinking about how unique it is. It looks actually really weird if you think about it… all these Nintendo characters putting up force bubbles. In most fighters you say “block” meaning “guard yourself.” In Smash you say “shield” literally meaning put up a “shield.”

I don’t know, with strange (cool) looking new games such as LittleBigPlanet for PS3 being developed these days, it’s just shows how great Smash is for being able to stay as fresh as something like that for all these years. (SM Galaxy too in a different way.) Other games are only now starting to catch up with the freedom of movement found in the Smash series. Just smoothly running around with your character and interacting with beautiful stages, and other characters is just a satisfying experience in itself, and that’s before the real fight even begins!

That brings me to an idea I had long ago about a certain way of playing online. (This will never happen btw, but it would be cool.) What if there were massive sprawling levels or stages that would take many minutes to traverse leading to doors and passageways to other similarly huge levels. These levels are still 2D, but necessarily just left and right. There would be many vertical ways to travel as well. Like giant dungeons and giant sky levels maybe. Anyway, Melee (and presumably Brawl) characters are already perfectly built for platforming, so running through these would an easy fit. However UNLIKE a traditional platforming character, Smash characters are also entirely equipped for deep, experience driven combat. (not experience as in an RPG, experience as in the players’ actual experience time practicing with the game.)

Now Lava, that’s all nice and everything, but what’s the point? We already have adventure mode in Melee. Well, as I mentioned above, this would be online, and many other players would also be traversing these stages. (There would need to be a limit as to how many players can be in certain parts of the world… this is a rough idea, so you’ll have to use some imagination as to how it could work. Maybe instead of like an MMORPG that goes on forever basically, these are just games. They only last for as long as the game is set up to last. Maybe there’s an ultimate goal.) So yeah, it would just be cool to be running along maybe fighting some computers here and there, and then you meet up with a friend randomly and continue exploring/fighting together. Perhaps when you meet a rival, you will decide right there on the spot who is the superior fighter. I would love to be able to fight right there in the level somehow, but maybe you would have to go into a regular stage. Maybe there would be a way to just fight in the level by using a stamina meter, or something more creative that I can’t come up with on the spot.

Also, if we get adventure mode again, I’d like to have cooperative fighting, and characters just strewn throughout (kind of like I mentioned above for the online thing) to beat on you as you journey on. Co-op boss battles would surely be a blast.

Well, that’s one hefty comment, but at the same time, sorry I didn’t flesh out the idea a little better.
 
F

Fan

Guest
In my opinion each character should have his/her custom shield, like Yoshi’s egg shield, but I’m game for whatever they think up.
 

kirbykid

BRoomer
BRoomer
Joined
Oct 21, 2002
Messages
486
Location
Texas
Lava:
Yeah. Any idea like that would be beyond belief. I have a feeling Sakurai is going to surprise us all.

Fan:
Link/Y.link already have their real shield that blocks stuff in battle. The problem is, not all characters have shields like this. Plus, giving everyone the same shield greatly balances the game out. Having more than one shield is probably more likely.
 
L

Lava

Guest
Sorry about all the typos… I meant:

“… but NOT necessarily just left and right.”

Hope you guys are good at deciphering my typos. :)
 
S

Someone

Guest
Yeah. Characters should have a unique shield, like Yoshi should use an egg, or Link using the shield from Twilight Princess. But they should have some kind of weakness.
If you don’t use shields, hopefully the ‘dodging’ move will be easier to use.
 
E

Emilio

Guest
yea someone is right that would be cool like fox with his arms samus with her arm etc…..
 
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