SHIELD PRESSURE DATA

Green = Stun

Red = No Stun

Nair Shine Variants

Near-Identical Middle Split (8 / 7 split)

01 Shine hitlag

02 hitlag

03 hitlag

04 hitlag

05

06

07 Jump start

08

09

10 (airborne 01) -- (air time for perfect SHFF is 15 frames)

11 (airborne 02)

12 (airborne 03)

13 (airborne 04)

14 (airborne 05) start Nair (1)

15 (airborne 06) start Nair (2)

16 (airborne 07) start Nair (3)

17 (airborne 08) Nair hits (4) Stun 1 - 7 ~ All hitlag occurs here

18 (airborne 09) Stun - 8

19 (airborne 10) Stun - 9

20 (airborne 11) Stun - 10

21 (airborne 12) Stun - 11

22 (airborne 13) Stun - 12

23 (airborne 14) Stun - 13

24 (airborne 15) Stun - 14

25 Land, L-cancel

26 L-cancel

27 L-cancel

28 L-cancel

29 L-cancel

30 L-cancel

31 L-cancel

32 Shine

Earliest Nair Possible (4 / 11 split)

01 Shine hitlag

02 hitlag

03 hitlag

04 hitlag

05

06

07 Jump start

08

09

10 (airborne 01) -- (air time for perfect SHFF is 15 frames) start Nair (1)

11 (airborne 02) start Nair (2)

12 (airborne 03) start Nair (3)

13 (airborne 04) Nair hits (4) Stun 1 - 7 ~ All hitlag occurs here

14 (airborne 05) Stun - 8

15 (airborne 06) Stun - 9

16 (airborne 07) Stun - 10

17 (airborne 08) Stun - 11

18 (airborne 09) Stun - 12

19 (airborne 10) Stun - 13

20 (airborne 11) Stun - 14

21 (airborne 12)

22 (airborne 13)

23 (airborne 14)

24 (airborne 15)

25 Land, L-cancel

26 L-cancel

27 L-cancel

28 L-cancel

29 L-cancel

30 L-cancel

31 L-cancel

32 Shine

Latest Nair Possible (15 middle)

01 Shine hitlag

02 hitlag

03 hitlag

04 hitlag

05

06

07 Jump start

08

09

10 (airborne 01) -- (air time for perfect SHFF is 15 frames)

11 (airborne 02)

12 (airborne 03)

13 (airborne 04)

14 (airborne 05)

15 (airborne 06)

16 (airborne 07)

17 (airborne 08)

18 (airborne 09)

19 (airborne 10)

20 (airborne 11)

21 (airborne 12)

22 (airborne 13)

23 (airborne 14)

24 (airborne 15) Nair hits (4) Stun 1 - 7 ~ All hitlag occurs here

25 L-cancel Stun - 8

26 L-cancel Stun - 9

27 L-cancel Stun - 10

28 L-cancel Stun - 11

29 L-cancel Stun - 12

30 L-cancel Stun - 13

31 L-cancel Stun - 14

32 Shine

Dair Shine

01 Shine hitlag

02 hitlag

03 hitlag

04 hitlag

05

06

07 Jump start (1)

08 (2)

09 (3)

10 Airborne, Dair start (01)

11 (02)

12 (03)

13 (04)

14 (05) Dair hit ~ Stun 1 – 4 ~ All hitlag occurs here

15 (06) Stun – 5

16 (07) Stun – 6

17 (08) Dair hit ~ Stun 1 – 4 ~ All hitlag occurs here

18 (09) Stun – 5

19 (10) Stun – 6

20 (11) Dair hit ~ Stun 1 – 4 ~ All hitlag occurs here

21 (12) Stun – 5

22 (13) Stun – 6

23 (14) Dair hit ~ Stun 1 – 4 ~ All hitlag occurs here

24 (15) Stun – 5

25 Land, L-cancel (1) Stun – 6

26 (2) Stun – 7

27 (3)

28 (4)

29 (5)

30 (6)

31 (7)

32 (8)

33 (9)

34 Shine

I'm really bored. Let's see where this takes me. Worth noting is that these do not demonstrate realistic pressure strings, because everything is done perfectly. The significance is demonstrating what the windows roughly look like, within a few frames. It's also to show where the shield stun is, and to show (through visuals like colour and crap) where the hitlag and stun are with the various permutations of pressure strings. Use your brain, and take some salt when you look at this. One grain will be insufficient. I suggest three.Style and colour scheme is shamelessly ripped from the other shield pressure guide. Wasn't sure if I should bump it. If a Mod or whatever wants to move this there, great. If not, whatever.All chains assume frame perfection in SHFF timing and perfect jumps out of Shine. Nairs come in many shapes and sizes. This covers two extremes and the closest thing we get to a middle.Assumes frame perfection in SHFF timing and perfect jumps out of Shine. Something worth noting is that this model assumes you do the Dair frame perfectly, which means a perfectly fast falled SHFFL Dair produces 4 hits, opposed to 3. I haven't calculated what the difference between the 3 hit chain and the 4 hit chain looks like. Not sure if I will.Bair is in the other thread.Resources used:SuperDoodleMan (SDM) frame data, just google it if you really want itSeanson Hitbox System, mostly for verifying SDM's stuff, it's somewhere in Melee Discussion