I just found out that you can be in a disadvantaged position if you mess up a PS. The sheild lock frames where you can't drop your sheild carry over after they hit your sheild meaning they take longer before they are able to drop there sheild. Doesn't affect natural oos options tho so watch out but a failed PS attempt could give your opponent frame advantage as long as they don't misspace.
Oh, this is very relevant to what I'm trying to find. So, here's my understanding...
1-3: Power shield
4-11: locked into shield [11 frames minimum]
12-18: shield drop lag (7 frames)
Reference = @
Shaya
Are you saying that if we had a frame progression as follows (stun/etc is made up), the minimum lock frames carry over?
[1-7, shield] --> [8, hit] --> [9-15, stun/etc] --> [16-19, remaining lock frames] --> [20-26, shield drop]
If this is the case, spacing outside of OOS options would put your foe in a pretty tight bind. Am I also correct in saying that you can do an OOS option out of any of those lock frames too? I.E. in the made up example, jumping on frame 17?
Cause in Shaya's thread on shields, this statement is made: "minimum shielding time never applies if your shield gets hit by anything." This implies that the made-up scenario I've posed would rather go like this...
[1-7, shield] --> [8, hit] --> [9-15, stun/etc] --> [16-22, shield drop]
Since the attacker is often subject to many of the same hitstun frames that the defender is (barring the use of projectiles), it's pretty hard to get an advantage when you purposefully strike someone's shield.
So ah, yeah. Which one of these is correct? It could have some big impacts on what we can and cannot do safely.