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I've seen it, fool. That doesn't make it a sure thing. It could have been slightly damaged before the Up-Smash broke the shield; remember, it would only take 5% damage on the shield for the Up-Smash to break.Yes, Pete's correct. Teleport-Usmash shieldbreak/Usmash against wall shieldbreak is a well-known awesomething, you'd know that if you watched more VIDS.
Yeah, you did, when you used Samus's Up-Smash to try and debunk my 55% theory. Who turned out to be right? YAWNThink I brought that up last time we were discussin' your theory.
I actually have me doing that on video vs Olikus ^^Yesterday I broke Legendary's Falcon shield with Yoshi on the very edge of DL, and instead of landing on the stage, he barely missed the edge and fell down helplessly to his death.
I thought it was funneh.
Blue Yoshi said:I discovered something which may need to be looked into, and may change everything (or at least become a major factor).
I found this by using Jigglypuff vs Jigglypuff (using the first jab move). All frame values shown (frame 13, etc.) are frames after the white shield (i.e. the number shown at the bottom left of the screen when starting a recording on the frame where you see the white shield).
What I have been doing so far as far as shield stun goes is what you said. I press shield, once the white frame shows up, I let go of shield, start the recorder, and proceed frame by frame. Normally I would stop when the shield disappears (takes 22 frames). All was good, or so I thought.
I noticed that Puff starts moving around frame 14, in what seems like a shield dropping animation, but still with the shield throughout. I didn't think of it too much at first and moved on to other moves, but then, several moves "completed" later, I decided to test it out just in case. I first used 3 Jigglypuffs, had one jab like I usually do, but this time I counted the frames, and had the third Jigglypuff jab the target puff during this "shield drop" animation. Turned out that I had jabbed her late in her animation, but since I hit the shield, she returned to her shield stun stance. What was very interesting is that the second time she entered her "shield drop" animation (after the second jab), instead of dropping her shield on frame 22 like she usually does with one jab, she actually dropped it way sooner (frame 15-17, wasn't counting), but continued her animation just without a shield.
So I began testing to see if you could input commands during this time. I soon found out that if any command were to work, you had to hold shield, or else she would enter her standard shield drop animation. I tried jumping out of shield, rolling, and grabbing. It turned out that for Puff's jab, while I originally thought that there was shield stun until frame 22, it turned out that you could actually input a command on frame 13 (provided you can perform it in a shield, e.g. roll, grab, or jump), and on frame 14, the action would come out. On the same lines, we can include shield dropping in this category too, as it starts in frame 14, but has a different effect.
So now, with all that said, what I initially thought was a 4 frame advantage for the attacker (attacker finishes on frame 18, thought shield ended on frame 22) actually turns out to be a 4 frame advantage for the shielder (shielder can make actions starting on frame 14). However, still being in the shield, the options available are limited, and depending on the character shielding, it may not be an advantage after all).
So therefore, just because the shield hasn't disappeared yet, doesn't mean that the shield stun is not over yet. As in my example, Jigglypuff was out of shield stun on frame 14, even though the shield ended on 22. However, just because this takes 8 frames to happen, it may not always take 8 frames. As I noticed in my two attacking Jigglypuff example, when the shield leaves during the shield drop animation is not constant, as the first time, it disappeared on frame 22 of the jab, but the second time, it disappeared well earlier.
Another thing to note is that a character does have options available to them from a shield. In my example above, if on a platform, Jigglypuff can input "down" on frame 13, then "B" (while still holding down) on frame 14, resulting in a shield drop rest hitting on frame 15.
As annoying as it may sound, I think we will have to go through each move and find out when exactly an action is doable, and use that as the shield stun frame count. Attacker stun will be the same, but due to the new shield stun, the frame advantage will be different. It will be annoying, we'll have to do each move frame by frame and find when an input is doable, but that's the only way to get consistently accurate results.
Hopefully this isn't too much crazyness... but it is definitely something we need to include in our results.
Well, I'll talk to you later. As annoying as this is, I hope this helps lol.
Blue Yoshi said:After more testing, it's not nearly as bad as I thought it was, and actually adds an interesting new element to shields.
The "first frame action" is the earlier number (obviously, since you can perform a jump etc). However, what I noticed is that the later number that I have been getting is actually due to another factor which I figured out after lots of testing.
When you shield for one frame and let go, your shield stays out 8 frames. If you shield and hold shield (for more than 8 frames), as soon as you let go of shield, there will be no shield the next frame (shield drop animation lasts the same number of frames, but without the shield).
After testing it out with attacks, I figured out that the reason why there is a difference on when the shield gets removed when you let go of the shield button turns out to be because of one thing:
You must last 8 frames without shield stun before letting go of the shield will remove the shield. Otherwise, the remaining frames will continue during the shield dropping animation.
This number, however, adds up. If I held my shield for 2 frames, took a hit from an attack (experience shield stun), kept holding my shield for 2 frames, got hit by another attack (experience shield stun), I now have 4 more frames remaining before I can drop my shield via letting go of the shield button.
One thing to note: if you JUMP, ROLL, GRAB, or PLATFORM DROP (on platforms only), these 8 frames are ignored, and the action happens immediately (assuming you are out of shield stun frames, where you can input an action). The only way these actions can be performed are if the shield button is pressed down, otherwise, the standard "getting out of shield" animation will take place.
What does this mean for shield breaking?
Letting go of shield is NOT the best way to avoid getting your shield broken, as you will still have up to 8 additional frames where an opponent can hit you. Ironically, as said in the paragraph above, the soonest way to let go of your shield is by holding down shield, and performing one of the actions above (jump, roll, grab, or platform drop).
If you are against someone who is trying to escape by simply letting go of their shield, then you have an up to 8 frame window where you can mess up. However, lets assume that you do manage to hit on the first frame of the shield (therefore they have to endure the entire 8 frames), and your opponent lets go of their shield and does nothing else, and you perform an attack that lasts 3 frames longer than your opponent's shield stun frames, your opponent will now have lasted 3 of the 8 frames required to drop their shield via doing nothing. If you keep doing this, then on the fourth time you do this attack, your opponent would have lasted 9 un-stunned frames, therefore being able to drop their shield. This can explain why some shield breaking combos seem to work perfectly early on, but fail near the end of the combo (the opponent's 8 frames have passed).
Hope this explains it
If you have any questions, just ask me.
I am now curious as to what "standard" shield break combos are now no longer true shield break combos because of this.
Contact me if you need any help with TASing.I always wanted to TAS, I just never had the right tools for it, and was too lazy to find them. Now that I am able to, I'll do a bunch of TAS-related stuff