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Shields in Smash4 1.1.1
1-3: Perfect Shield
4-11: Locked into shield (8 frames minimum) ~
12-18: Shield drop lag (7 frames)
Shield Lock frames does not restrict your ability to use the natural out of shield options such as rolls, spot dodge or jump (and things you can jump cancel).
Perfect Shields are now active only frames 1-3, down from 1-4 in 1.1.0 and earlier
Shield stun now overlaps with shield lock frames in the 1.1.1 patch;
any attack dealing 10.5% or above will result in defender not receiving any locking after shield stun [?]
Hit Lag received by the defender (shield hit lag) now matches that of the attacker;
Attacks with hit lag modifiers below 1.0 no longer receive safety bonuses, those above 1.0 (or 1.25 from 1.1.0 patch) are conversely safer than before.
Attacks with an electric attribute apply an multiplicative 1.5x hit lag modifier, these are now also affecting the defender
Attacker hit lag reductions on shield from the 1.1.0 patch were NOT reverted.
Perfect Shielding
Shield Stun in 1.1.1 : floor(damage / 1.72) + 2
OR floor(damage / 3.44) + 2 for projectiles.
~ = previous consideration, should still be accurate
[?] = current assumption
Thanks to @Big O for a lot of corrections / first findings.
Thanks to @Zapp Branniglenn for the stun divisor clarification.
Shields in Smash4 1.1.1
1-3: Perfect Shield
4-11: Locked into shield (8 frames minimum) ~
12-18: Shield drop lag (7 frames)
Shield Lock frames does not restrict your ability to use the natural out of shield options such as rolls, spot dodge or jump (and things you can jump cancel).
Perfect Shields are now active only frames 1-3, down from 1-4 in 1.1.0 and earlier
Shield stun now overlaps with shield lock frames in the 1.1.1 patch;
any attack dealing 10.5% or above will result in defender not receiving any locking after shield stun [?]
Hit Lag received by the defender (shield hit lag) now matches that of the attacker;
Attacks with hit lag modifiers below 1.0 no longer receive safety bonuses, those above 1.0 (or 1.25 from 1.1.0 patch) are conversely safer than before.
Attacks with an electric attribute apply an multiplicative 1.5x hit lag modifier, these are now also affecting the defender
Attacker hit lag reductions on shield from the 1.1.0 patch were NOT reverted.
Perfect Shielding
- Allows standard attacks to be executed without shield drop lag
- Dashing (or other movement) still incurs shield drop lag, but negates shield lock.
- Reduces shield stun received from the attack by 25% [?]
- Negates shield damage and shield push back
Shield Stun in 1.1.1 : floor(damage / 1.72) + 2
OR floor(damage / 3.44) + 2 for projectiles.
~ = previous consideration, should still be accurate
[?] = current assumption
Thanks to @Big O for a lot of corrections / first findings.
Thanks to @Zapp Branniglenn for the stun divisor clarification.
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