Powershield (PS)

1. Powershield-projectile

PSP

2. Powershield-attack

PSA

SP

SA

Digital press

DP

AP

analog press

PSS

Analog→digital transition powershield

ADT-PS

Digital→analog transition powershield

DAT-PS

Z+digital powershield

Z-PS

PS type→|Normal PS|ADT-PS|DAT-PS|Z-PS

PSP window after DP|1-2|1-2|1-2|1-2

PSA window after DP|1-4| 3-4 |1-4|1-4

SP downtime after DP|none|none|none|none

SA downtime after DP|none| 1-2 |none|none

PSS size|smallest| huge (initial PSP) | huge | huge

PSS size increase at frame| never | never | 3 | 1

PSS size decrease at frame| never | 3 | never | never

PSA shield stun| lowest | inexistent (you get hit) | highest | highest PS type→|Normal PS|ADT-PS|DAT-PS|Z-PSPSP window after DP|1-2|1-2|1-2|1-2PSA window after DP|1-4||1-4|1-4SP downtime after DP|none|none|none|noneSA downtime after DP|none||none|nonePSS size|smallest|PSS size increase at frame|PSS size decrease at frame|PSA shield stun|

Normal powershield

N-PS

ADT-PS

DAT-PS

Z-PS

(can be done during wavedash lag, during the frames 1-3 of a dash that was not done out of turn if the stick is not held forward and during RunBrake , and these are just a few examples)

Powershield stun and knockback comparison

Shield type|N-PS|Z-PS|Digital shield|Strongest analog shield|lightest analog shield|Z shield

Shield hitlag|5|5|5|5|5|5

Shield stun|5|11|5|5|11|11

Pushback|130|490|44|44|236|222

Pushback % of digital shield|295%|1114%|100%|100%|536%|504%

Shield type|N-PS|Z-PS|Digital shield|Strongest analog shield|lightest analog shield|Z shieldShield hitlag|5|5|5|5|5|5Shield stun|5|11|5|5|11|11Pushback|130|490|44|44|236|222Pushback % of digital shield|295%|1114%|100%|100%|536%|504%

Applications

Setups

Follow-up posts

Spoiler: Magus post On the shield stun and pushback stuff:



Variable Shield Input

Digital/Max Analog = 1

Z Shield = 0.35

Min Analog = 0.30714 (43/140)

Shield Stun = {[floor(Damage) * (Analog Effect + 0.3)] * 1.5} + 2

-- Analog Effect = 0.65 * {1 - [(Analog Shield - 0.3) / 0.7]}

--- Yoshi is unaffected by shield stun

--- NOTE: Due to the way the game calculates the animation speed for the 20 frame stun animation [(Animation Frames + 0.1) / ShieldStun], it causes the actual resulting stun time to be 1 less than calculated shieldstun if:

20.1 / ShieldStun * floor{ShieldStun} >= 20

On full 1.00 shield input that happens with damages of 20,29,40, 49, 58, and 60 for example.

Spoiler Code: 80092DA0: C084028C lfs f4,652(r4) # f4=1.5 80092DA4: EC421828 fsubs f2,f2,f3 # f2=Damage (floored). last step of an int->float cast 80092DA8: C0040290 lfs f0,656(r4) # f0=2 80092DAC: 807D0028 lwz r3,40(r29) 80092DB0: EC220072 fmuls f1,f2,f1 # f1=0.3 on hard shield 80092DB4: EFE4007A fmadds f31,f4,f1,f0 Code: Analog f1 ----------------- 0.30714 0.943367 0.35 0.903571 0.50 0.764285 0.65 0.625 1.00 0.300

Defender Shield KB = {[floor(Damage) * (Defender Analog Effect + 0.09)] + 0.4} * X

-- Defender Analog Effect = 0.195 * {1 - [(Analog Shield - 0.3) / 0.7]} Defender Shield KB = {[floor(Damage) * (Defender Analog Effect + 0.09)] + 0.4} * X

-- X = 0.6 for Normal, 1 for Powershield

--- Maximum = 2

Defender (Yoshi) Shield KB = (floor(Damage) * Defender Analog Effect) + 0.4

-- Defender Analog Effect = 0.3 * {1 - [(Analog Shield - 0.3) / 0.7]}

--- Maximum = n/a

Attacker Shield KB = (floor(Damage) * Attacker Analog Effect) + 0.02

-- Attacker Analog Effect = (Analog Shield - 0.3) * 0.1]

--- Maximum = n/a

Spoiler Min Shield (0.307143)

Code: Damage Defendr Attackr ------------------------- 01 0.40981 0.0207143 02 0.57961 0.0214286 03 0.74942 0.0221429

Attacker Shield KB = (Damage * 0.0007143) + 0.02



Z Shield (0.35)

Code: Damage Defendr Attackr ------------------------- 01 0.40264 0.025 02 0.56529 0.030 03 0.72793 0.035 04 0.89057 0.040 05 1.05321 0.045

Attacker Shield KB = (Damage * 0.005) + 0.02



Lightish Shield (0.50)

Code: Damage Defendr Attackr ------------------------- 01 0.37757 0.04 02 0.51514 0.06 03 0.65271 0.08

Attacker Shield KB = (Damage * 0.02) + 0.02



Half Shield (0.65)

Code: Damage Defendr Attackr ------------------------- 01 0.3525 0.055 02 0.4650 0.09 03 0.5775 0.125

Attacker Shield KB = (Damage * 0.035) + 0.02



Hard Shield (1.0)

Code: Damage Defendr Attackr ------------------------- 01 0.294 0.090 02 0.348 0.160 03 0.402 0.230 04 0.456 0.300 05 0.510 0.370 06 0.564 0.440 07 0.618 0.510 08 0.672 0.580 09 0.726 0.650 10 0.780 0.720 11 0.834 0.790 12 0.888 0.860 13 0.942 0.930 14 0.996 1.000 15 1.050 1.070 16 1.104 1.140 17 1.158 1.210 18 1.212 1.280 19 1.266 1.350 20 1.320 1.420 21 1.374 1.490 22 1.428 1.560 23 1.482 1.630 24 1.536 1.700 ... 50 2.000 3.520

Attacker Shield KB = (Damage * 0.07) + 0.02



Power Shield (1.0)

Code: Damage Defendr Attackr ------------------------- 01 0.490 0.090 02 0.580 0.160 03 0.670 0.230 04 0.760 0.300 05 0.850 0.370 06 0.940 0.440 07 1.030 0.510 08 1.120 0.580 09 1.210 0.650 10 1.300 0.720 11 1.390 0.790 12 1.480 0.860 13 1.570 0.930 14 1.660 1.000 15 1.750 1.070 16 1.840 1.140 17 1.930 1.210 18 2.000 1.280 19 2.000 1.350 20 2.000 1.420 21 2.000 1.490 22 2.000 1.560 23 2.000 1.630 24 2.000 1.700 ... 50 2.000 3.520

Attacker Shield KB = (Damage * 0.07) + 0.02



Yoshi (0.307143)

Code: Damage Defendr Attackr ------------------------- 01 0.69694 0.0207143 02 0.99388 0.0214286 03 1.29082 0.0221429 ... 50 15.2469 0.0557142

Attacker Shield KB = (Damage * 0.0007143) + 0.02



Yoshi (1.0)

Code: Damage Defendr Attackr ------------------------- 01 0.400 0.090 02 0.400 0.160 03 0.400 0.230 ... 50 0.400 3.520

Attacker Shield KB = (Damage * 0.07) + 0.02 Defender Shield KB = (Damage * 0.169806) + 0.24Attacker Shield KB = (Damage * 0.0007143) + 0.02Defender Shield KB = (Damage * 0.162644) + 0.24Attacker Shield KB = (Damage * 0.005) + 0.02Defender Shield KB = (Damage * 0.137571) + 0.24Attacker Shield KB = (Damage * 0.02) + 0.02Defender Shield KB = (Damage * 0.1125) + 0.24Attacker Shield KB = (Damage * 0.035) + 0.02Defender Shield KB = (Damage * 0.054) + 0.24Attacker Shield KB = (Damage * 0.07) + 0.02Defender Shield KB = (Damage * 0.09) + 0.4Attacker Shield KB = (Damage * 0.07) + 0.02Defender (Yoshi) Shield KB = (Damage * 0.296939) + 0.4Attacker Shield KB = (Damage * 0.0007143) + 0.02Defender (Yoshi) Shield KB = (Damage * 0) + 0.4Attacker Shield KB = (Damage * 0.07) + 0.02