Sangoku
Smash Master
Yep it's a nice discovery. Don't know yet how viable it is, but hopefully some current shield breaks won't be anymore.
Welcome to Smashboards, the world's largest Super Smash Brothers community! Over 250,000 Smash Bros. fans from around the world have come to discuss these great games in over 19 million posts!
You are currently viewing our boards as a visitor. Click here to sign up right now and start on your path in the Smash community!
Try it when they're far apart. It makes a difference. I'm pretty sure the same effect can be accomplished with, for example, red shells.I only tried it when they were close to each other. A possible hypothesis is the shine reflecting lag/animation/whatever turns fox in another dimension.
Maybe try to find out which angle range of the circle that is the shield will absorb instead of deflecting? I doubt it has to be exactly 90 degrees. Not sure how you would do this though lol.Okay so I just got back on this (will do more the following days) and I will really have hard work...
Things seem really complicated.
1) Concerning shield deflection I don't know what else can be added except that it does indeed full damage and it only works when the hit touches an end of the shield (the angle will depend on that). What I think is if the laser (for example) goes just above the shield it will continue at 180° (obviously). Then if it hits just below the angle will be like 150° and the more it goes down, the smaller the angle gets until the point where it would be 90° where it just gets absorbed by the shield. This is just a hypothesis though and I don't have anything to prove it.
Oh, I thought you had to do it soon after the shield stun ends for some reason lol. Do you have to grab the person that attacked your shield? Or does any attack hitting your shield cause half damage in any following shield grabs, meaning you can get hit by Player 2 and shield grab Player 3 for half damage?2) Concerning half damage shield grab, that's fortunately easy. If the opponent hit your shield, you get half damage, no matter how long you wait before grabbing. If he doesn't hit your shield you get full damage, no matter how long you hold your shield before grabbing. Also DK's cargo hold does normally 8%, 8% and when you shield grab (after having been hit that is), only the second 8 is divided by two. So it gives 8%, 4%.
It's multiplied by 1.8 AND rounded up to the next integer after each deflection. I haven't seen an example of this being wrong.3) Concerning the shine, that's where things are starting to get tricky. The shine multiplies by a bit more than 1.8 the damages. Haven't found the exact number yet and I don't understand why it's not an easy number (if not an integer, it could have stopped to the decimal). I don't understand how the knockback is computed either. A completely uncharged samus shot reflected to the maximum would kill the last fox.
Then if I have two foxes reflecting a samus shot, it will go on until it breaks. However if I have another fox shooting a laser between two other foxes, the laser gets reflected on the first fox's shine, reflected on the second fox's shine and then go through the first fox's shine. I only tried it when they were close to each other. A possible hypothesis is the shine reflecting lag/animation/whatever turns fox in another dimension.
Finally I can't manage to see when it breaks precisely. For now I'm at less or equal to 65%.
All this to say I haven't found much. Will do more the next days.
Wow, very well thought out post ignoring the fact that it could be countered by a well-timed "pics or it didn't happen". Define "troll" please.So, you're gonna start trolling the 64 boards, too? Melee wasn't enough for you?
inb4imnotatroll
It however doesn’t work for grabs (including: Captain Falcon’s upB, Kirby's neutral B and Yoshi's neutral B).
The way you say it, it almost seems as if the shield does something during CCpretty sure link's shield does nothing in this game (aside from crouch cancelling)
Sorry just looking at this again, and thinking about some stuff I don't really understand.One option Jigglypuff does have is platform dropping on frame 15, then resting on frame 16, thereby getting a rest hit in before the attacking Jigglypuff is able to act (and the rest WILL hit)