Smash Ultimate: How Perfect Shield/Parry works exactly


The “Perfect Shield” or “Parry” mechanic is really interesting and will most likely be one of the last things players start mastering throughout the meta. But, how does it work exactly in detail? Well, to start off with, let me explain how a normal shield works. [Compared to Smash 4] In general, a lot of attacks have been buffed to beat shield way easier by adding more shieldstun to them, while most moves are also faster through having less landing lag. First of all, you should know that you can now cancel the shield drop animation into a jump at any time. You should also know that releasing a shield is now 11 frames. Shield grabbing has been nerfed. When hit stun ends, you cannot shield grab right away. Instead, your character will forcefully hold shield for 4+ more frames before starting the shield grab, and most grabs take about 6 frames to come out. 4 extra frames will also be added to shield dropping but will NOT be added against item tosses or jumps out of shield.z Jumping out of shield with an aerial is actually a faster option to punish shield pressure, as it takes 3 frames to get airborne, and some aerials are faster than Frame 6.

When you perfect shield or parry an attack, your shield won’t take any damage. If you are already holding your shield, you can parry an attack by releasing the Shield button as soon as the attack is about to hit. In fact, you have exactly _ frames to parry as soon as you drop the shield. In fact, you have exactly 5 frames to parry as soon as you drop the shield. The rest 6 frames you are vulnerable. If you are not shielding and you want to parry, it’s slightly different.

Shielding takes 3 frames if you just tap the Shield button, so you basically are in a shield lock for 3 frames. After that, it’s the same. The next 5 frames allow you to parry, and in the next 6 frames, you are vulnerable. So, parrying cannot be done before Frame 4 if you are not shielding. Parrying freezes the attacker for exactly 11 extra frames than hitting a shield would have frozen in for. Parrying freezes the defender for exactly 8 extra frames, which is 3 less extra frames than dropping a shield, which once again is 11 frames. This means that during the parry, you gain three frames extra to punish the opponents as a reward. And, because there is a bit of freeze, it gives you time to react with what you should punish with, as well as it gives the opponent time to react to DI.

During the parry, you can buffer anything from a run, to a jump, to an attack. The fastest option out of a parry should be a grounded move. If you parry a projectile, the opponent won’t suffer any freeze. Now in terms of multi-hits, it is completely dependent on the multi-hit itself. Some moves like Meta Knight forward air or Fox down air have no window at all to get parried after the first normally blocked attack, since the moves come out way too fast and if you release, you’ll get hit rather than perfect shield.

This is also because of the amount of shield-hitstun that these moves might have. Other moves such as Cloud’s jab or Mario’s down air are some things you can release with good timing to perfect shield the last hit and punish it. One more thing is that once you have parried an attack, there will be no shieldstun, so you can basically parry whenever you want again after, which allows you to parry multi-hits, if you parry the first hit, of course. Credit goes to Chiroz for finding all of this out.

To get a notification on a future video that is going to be about ALL of the multi-hit moves that CAN be perfect shielded, then please hit the Notification Bell to be notified when it’s up..