. . . . . "Of all of the options that a player has while shielding, the most important option is jumping. Players can cancel the startup of the jump with either an up smash or an up special. Any aerial can be performed immediately after jumping, or the player can wavedash or simply jump away. While all up smashes and up specials are technically out-of-shield options, as they can be used while shielding, not many of them are effective. For example, Falco's Fire Bird can be used directly from shield, but is essentially useless due to its lack of hitbox while charging. The same goes for many characters' rolls or grabs, especially if they suffer from long lag. The quicker a move and the better its range, the better the move is OoS. Starting in Melee, characters who can jump out-of-shield can also jump during their guard-off animation, providing all the same options as jumping OoS."@en . "Out-of-shield"@en . . "Of all of the options that a player has while shielding, the most important option is jumping. Players can cancel the startup of the jump with either an up smash or an up special. Any aerial can be performed immediately after jumping, or the player can wavedash or simply jump away. While all up smashes and up specials are technically out-of-shield options, as they can be used while shielding, not many of them are effective. For example, Falco's Fire Bird can be used directly from shield, but is essentially useless due to its lack of hitbox while charging. The same goes for many characters' rolls or grabs, especially if they suffer from long lag. The quicker a move and the better its range, the better the move is OoS."@en . . .