CURRY
Smash Journeyman
Ahh, thanks for reminding me that the Smash Dictionary existed...Shield hitlag and shieldstun are different things. For all things of this sort, go to the smash dictionary http://smashboards.com/threads/the-smash-dictionary.374538/
And about the whole potential shield breaking thing. The shield needs to be lowered for starters, and even then it isn't a guaranteed shield-break because the opponent can choose to get hit by the second hit of Nair by letting go of shield. Unless of course their shield is so low that the first hit of Nair will break it, in which case, yes, it would be inescapable once they shield the bomb.
This is definitely superior to the F-smash situation. The opponent can always potentially avoid the second hit of F-smash completely once they shield the first hit (e.g. if they roll asap) (though I will admit that this has become a scarier situation for them now) and unlike the second hit of Nair which can be landed behind the opponent's shield to avoid grabs where you'll have a potential +1 frame advantage on shield-drop (i.e. you'll have a real chance of getting off scot-free), the second hit of F-smash is still super punishable if it doesn't break the shield.
Also, with the shield-breaking combo... meh...
With that 3-frame window, I honestly don't think many people are going to be diligent enough to learn this tech. It's even MORE situational than IZAC, which seemed really great, but still was too situational and hard to perform for us to see it in many places.
I mean, when Smash WiiU came out, I was thinking of the game all wrong until I got used to the engine and how things worked out. We're almost dealing with an entirely changed set of efficient play with this new shield. Shielding after recovering to the ledge is even less viable than before, so I imagine that the situations we're thinking of (one in which we have the choice of doing things against a person sitting in shield on the ledge) probably won't even happen as much anymore.
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