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Coincidentally, 3.5 = 1.75 x 2Formula of shieldstun of projectiles seems to be damage / 3.5 + 2. Source:
https://mobile.twitter.com/gengar6tomo/status/649878327105208320/photo/1
Apparently this guy is like the Japanese Smash scientist so he is a credible source. His other table on normal shieldstun was also correct.
I knew full charge Shadow Ball being minimum +5 on block was too good to be true. Incidentally, its shield stun is actually unchanged compared to prepatch, though shield lock playing out during shieldstun is obviously detrimental to its frame advantage regardless.Formula of shieldstun of projectiles seems to be damage / 3.5 + 2. Source:
https://mobile.twitter.com/gengar6tomo/status/649878327105208320/photo/1
Apparently this guy is like the Japanese Smash scientist so he is a credible source. His other table on normal shieldstun was also correct.
I'm not. Q_QThat's really strange but I'm glad they don't have normal shieldstun.
This is what I'm lead to believe. All though grabs are still pretty nice for setting up combosSo from what I can tell, shields are no longer as viable as they were in 1.1.0, and, due to this, grabs have become less important. Am I correct in this assumption?
I am pretty sure there is an explanation somewhere... But it is most likely buried beneath a hundred threads and a thousand posts...Could someone please explain this to someone who doesn't really know what all this technical talk means? What are multipliers? What, exactly, does this change in mechanics MEAN for gameplay?
The Smash Lab was bad at their job.http://www.ssbwiki.com/Shieldstun
Why does this say Brawl's formula is X/3? Also Melee's is wrong due to order of operations.
I don't know all the technical talk either but from what I understand (I could be wrong) is now when an attack lands on a shield, the person who shielded the attack has to wait a bit in his shield before he gets to do anything. I think before you could shield and immediately retaliate but now I guess it depends on the attack on how long the opponent will stay shielding.Could someone please explain this to someone who doesn't really know what all this technical talk means? What are multipliers? What, exactly, does this change in mechanics MEAN for gameplay?
No, I've never seen it, but I generally try not to hit people's shields with it.@Spinosaurus
TheReflexWonder
Has Warios fart always been able to break nearly full shields? Because I just did that **** against a Ryu on FG. Don't think it was fully charged. Is that new or have you guys seen it before?
That's probably what happened. Shield breaker had the amount of shield damage done lowered to make sure it doesn't insta-kill shields at full health 100% of the time - apparently the additional time somebody's stuck in his shield with the new mechanics would've caused that to happen.Full Waft deals 27% (almost 60% of a full shield by itself) and has a 2.0 hitlag multiplier. I don't know much about shields in the new patch, but wouldn't the extra shieldstun cause opponents to be stuck holding their shield for much longer, making it continue to shrink in that time?
Clarification: your shield doesn't deteriorate when you're in hitlag, so the multiplier doesn't increase the amount of functional shield damage it does.That's probably what happened. Shield breaker had the amount of shield damage done lowered to make sure it doesn't insta-kill shields at full health 100% of the time - apparently the additional time somebody's stuck in his shield with the new mechanics would've caused that to happen.
But 2.0 is an exceptionally high multiplier and full Waft has always done a good chunk of damage to shield. I wouldn't be surprised if a full Waft insta-kills shields at like 75% or even more health now.
That's what I thought. That said, the extra seven frames of shieldstun would, right? Do we know how fast shields deteriorate over time in general (as in, how much of an increase those seven frames would be)?Clarification: your shield doesn't deteriorate when you're in hitlag, so the multiplier doesn't increase the amount of functional shield damage it does.
Correct. (Edit: possibly incorrect. Now I no longer know)That's what I thought. That said, the extra seven frames of shieldstun would, right? Do we know how fast shields deteriorate over time in general (as in, how much of an increase those seven frames would be)?
According to this post, it's 7.7%/second = 7.7%/60 frames.SB's shieldstun on a tipper should be 9 frames now, up from 3. Assuming that the rate of degeneration is the same as it was before (7.7 per second, according to this: http://www.ssbwiki.com/Shield), SB is weaker than it was before, but safer on shield.
Edit: Should be 8 frames now, not 9.
Well there is nothing else in play. 27%, no extra shield damage. They low shield health I guess.That doesn't really explain what happened though. If a shield deteriorates by 7.7% / 60 frames then I don't see how these +7 frames that Reflex mentioned would be enough to break shields.
Not to be a rumor monger, but I'm testing and it feels like there's more at play. This may have been the case before the patch.Well there is nothing else in play. 27%, no extra shield damage. They low shield health I guess.
Are you sure the higher shield stun leading the opponent to hold shield for longer (causing it to deplete more than it used to) isn't causing this?Not to be a rumor monger, but I'm testing and it feels like there's more at play. This may have been the case before the patch.
I am breaking a shield by having a character start their full shield a few frames before an uncharged Wario U-Smash (which does 16%), drop their shield as Wario walks towards them to get close again, and then shield a few frames before Full Waft (which does 27%). This is also in Training Mode, which means that freshness isn't in play.
Shields are suggested to have 50 HP, so that's a decent bit of shield health unaccounted for. Maybe they just have less than 50 HP, or something else is going on.
It only adds seven extra frames of shieldstun. If shields take 7.7 damage per second over time, that doesn't even account for an extra 1 damage (barely below that much).Are you sure the higher shield stun leading the opponent to hold shield for longer (causing it to deplete more than it used to) isn't causing this?
I remember someone going on about how shulk bair > buster f-smash (which does almost 38%) breaks shields this patch when it didn't before (and it certainly seems to break a full shield when I tested)Not to be a rumor monger, but I'm testing and it feels like there's more at play. This may have been the case before the patch.
I am breaking a shield by having a character start their full shield a few frames before an uncharged Wario U-Smash (which does 16%), drop their shield as Wario walks towards them to get close again, and then shield a few frames before Full Waft (which does 27%). This is also in Training Mode, which means that freshness isn't in play.
Shields are suggested to have 50 HP, so that's a decent bit of shield health unaccounted for. Maybe they just have less than 50 HP, or something else is going on.
If moves had extra shield damage attached to them, this would've been shown in the data dump. It's worth noting that Shulk F-Smash has a 1.5 hitlag multiplier on the first hit and a 2.0 hitlag multiplier on the second hit, which is something it has in common with Wario Waft.I remember someone going on about how shulk bair > buster f-smash (which does almost 38%) breaks shields this patch when it didn't before (and it certainly seems to break a full shield when I tested)
Maybe shields were nerfed to 40 hp? Maybe there are just a lot more moves that do extra shield damage?
I'm fairly sure your shield doesn't decay in shieldstun, and even if it did that doesn't make up the extra 10% shield HP you had last patch.^Wouldn't the shieldstun from a 40% move force you to hold your shield for the remaining frames you have left?
I can't get it NOT to break shields (aerial one)There has to be a new formula, shields' HP was not reduced if Bowser Bomber truly does not break shields.
This is true, but testing seems to suggest that you stop taking the shield damage over time during both hitlag freeze and shieldstun. I could not create a situation where a victim's shield broke during shieldstun or hitlag freeze; it was always beforehand.^Wouldn't the shieldstun from a 40% move force you to hold your shield for the remaining frames you have left?
yeah thats the short of it, the shield was nerfed so more moves can be safe on shield, and to encourage more aggressive gameplay. TBH, unless you are into knowing your characters frame data, and how frames work in the game to get an edge, you really don't have to worry about the technical talk. remember though, is that its the technical aspect that is explored by smashers here that gives everyone else combos, shield pressures, and which moves are safe on shield.I don't know all the technical talk either but from what I understand (I could be wrong) is now when an attack lands on a shield, the person who shielded the attack has to wait a bit in his shield before he gets to do anything. I think before you could shield and immediately retaliate but now I guess it depends on the attack on how long the opponent will stay shielding.