![smash ultimate frame data on block smash ultimate frame data on block](https://ultimateframedata.com/hitboxes/steve/SteveBAirPunch.gif)
If your attack allows you to be safe enough, you'll want to keep the opponent guessing by simply blocking their next action. Those with three frame out-of-shield options usually lack the range to punish a good sword swing, for example. You'll want to be extra careful in regards to how you space your attacks. They are capable of punishing attacks that are generally safe against the rest of the cast. Simply put, you can't approach these type of combatants the same way as others. Game & Watch have up specials that initiate on the third frame, while others like Lucina's kick in on the fifth frame. It's possible to punish this action if you manage to block it.įinally, you want to watch out for characters with up specials that start up quickly. Since they have to use their aerial immediately after the jump squat frames, they won't have the luxury of using an aerial just before hitting the ground. For these characters, you simply want to block after your attack connects with their shield. However, there are those with air moves that come out in three frames and cover most of their body. It isn't as though the opponent can simply turn around before jumping without suffering that 11 frame penalty.
![smash ultimate frame data on block smash ultimate frame data on block](https://media.eventhubs.com/images/2020/07/3-heres-recommended-list-out-shield-options-entire-super-smash-brot.jpg)
This is usually true because their forward and neutral air attacks are their fastest choices.Īs a result, crossing up an opponent's shield will often put you in a fairly advantageous position. A good portion of the roster are most effective when it comes to hitting enemies that are directly in front of them with their aerials. Having said that, it's still possible to frame trap against aerials. In many cases, this will often be faster than the grab option. In the right hands, most characters will prefer to rely on getting out of pressure by using their aerials. Of course, there are those that know better and will try a different out of shield option instead. Make sure the active frame comes out as close to the ground as possible in order to secure as little disadvantage as possible.Īfter landing, you should be able to interrupt the opponent's grab attempt with your character's fastest attack - which is probably a jab. Although the fastest grabs in the game come out in six frames, the aforementioned penalty will increase this start up period to ten frames.įor most characters in the game, you'll want to use an aerial that recovers quickly upon landing. Still, since a number of players will still do this, it's relatively easy to frame trap their shield grab attempt. However, this is not necessarily optimal in the case for most playable fighters. After blocking an attack, the typical reaction is to shield grab.
![smash ultimate frame data on block smash ultimate frame data on block](https://smashboards.com/data/avatars/l/393/393390.jpg)
Many veteran Smash players have now developed a habit over the course of the series. After blocking an attack, grabbing out of shield will suffer an additional four frames of start up compared to normal. Ultimate is unique compared to the rest of the series. In other words, the shield release frames can be jump cancelled. While aerials also essentially come out immediately from shield, you still have to account for the universal three frame squat frames that are associated with jumping. Up smashes and up specials suffer no penalties from being used after shielding an attack. You should be aware of the frame data for a character's aerials, up smash, up special, and grab. By understanding what these actions are for each character, it's possible to create frame traps with attacks despite being negative on block. In order to avoid this recovery penalty, certain actions are designed to bypass these shield release frames. Ultimate specifically, this essentially means you're tacking on a whopping 11 frames of start up onto your next attack. However, if you try to release shield and punish this way, you'll undergo recovery frames of the "shield release" action. These can be as slow as eight frames or only needing a single frame to start up. Why is this exactly? Technically speaking, jabs are still among a character's fastest attacks. While jabbing is often the best punish option in most fighting games, it's actually one of the slowest actions that can be performed after blocking in the Super Smash Bros. Ultimate exist because of the game's shield mechanics. Instead, a number of frame traps can be followed up with after an attack that leaves you at low disadvantage.įrame traps in Super Smash Bros. As mentioned before, most attacks won't actually leave your character at frame advantage.