Real talk why the fuck do all the frame data people never bother to check how - a move is on shield Esp aerials Its so fucking huge in this game and far more important than the exact knockback growth and rehit timer
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Well, projectiles and aerials have their own shieldstun multipliers but those are constant so it's not such a big deal but mainly staling and short hop damage multiplier. Even things like Revenge/Deep Breathing affect shieldstun in their own way.
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The reason it's not on my site is because, let's say you want the shieldstun for Incineroar forward air, the safety of the move is going to be different depending on: - the positions it occupies in the stale queue - if it's FH/SH - which hitbox is shielded - if Revenge is active
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