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:''This article is about the mechanic known by the community as hitstun. For the mechanic known officially as hitstun, see [[hitlag]].'' | :''This article is about the mechanic known by the community as hitstun. For the mechanic known officially as hitstun, see [[freeze frames]], also called [[hitlag]].'' | ||
'''Hitstun''' | '''Hitstun''' is a period of time after being hit by an attack that a character is unable to act outside of [[directional influence]] or [[tech]]ing. It is directly dependent on [[knockback]], so at a same damage percentage, an attack like [[Falcon Punch]] will have more hitstun than one like [[Thunder Jolt]]. Each ''Smash'' game has a programmed value that is multiplied by the amount of knockback received to determine the amount of frames a character is locked in hitstun after being hit; for example, ''Melee'' has a hitstun multiplier of 0.4 frames per unit of knockback, so a hit that deals 100 units of knockback will leave the target in hitstun for 40 frames. | ||
Hitstun is an essential component of [[combo]]s, as the basis of a combo is to have enemies trapped in hitstun while constantly being attacked. As a result, games that have more hitstun for equivalent knockback open up more potential combos. | Hitstun is an essential component of [[combo]]s, as the basis of a combo is to have enemies trapped in hitstun while constantly being attacked. As a result, games that have more hitstun for equivalent knockback open up more potential combos. | ||
==In ''[[Super Smash Bros.]]''== | ==In ''[[Super Smash Bros.]]''== | ||
The amount of hitstun in the original ''SSB'' is much higher than in the subsequent ''Super Smash Bros.'' games, being a 0.533× multiplier. The multiplier is so high that long, highly damaging combos are commonplace, with competitive matches being heavily centralized around them. [[Zero-death]] combos are not uncommon in ''SSB'', as every character in the game except {{SSB|Samus}} is capable of performing a zero-death using their normal moves. | |||
The amount of hitstun in the original ''SSB'' is much higher than in the subsequent ''Super Smash Bros.'' games, being | |||
==In ''[[Super Smash Bros. Melee]]''== | ==In ''[[Super Smash Bros. Melee]]''== | ||
The amount of hitstun in ''Melee'' is a significantly lower 0.4× multiplier, making ''Melee'' a less combo-oriented game, and zero-death combos a rarity. However, with the increased falling speeds, and generally faster and more varied movement, combos remain frequent, though generally more difficult to pull off consistently. | |||
The amount of hitstun in ''Melee'' is a significantly lower 0.4× multiplier, making ''Melee'' a less combo-oriented game, and zero | |||
==In ''[[Super Smash Bros. Brawl]]''== | |||
''Brawl'' has the same hitstun multiplier ''Melee'' has. However, when hit by an attack that causes [[tumbling]] (or [[reeling]]), characters can now [[air dodge]] after 13 frames and use an [[aerial attack]] after 25 frames out of hitstun, regardless of the actual amount of hitstun they sustained. This new mechanic, known as [[hitstun canceling]], drastically reduces the amount of actual hitstun characters have to sustain upon being hit, especially at higher knockback. For example, while a character sustaining 100 units of knockback in ''Melee'' will be in hitstun for 40 frames, that character will be in actual hitstun for only 13 frames in ''Brawl'' if they air dodge or 25 frames if they attack, and if that knockback value is doubled, the ''Melee'' character would sustain an inescapable 80 frames of hitstun, while the ''Brawl'' character will still only sustain 13 or 25 frames of hitstun. | |||
This change drastically reduces the amount of true combos, and means the only attacks that can truly combo are those that deal low enough knockback to not cause tumbling while having low enough ending/landing lag to followup (such as [[chain throw]]s and {{mvsub|Sheik|SSBB|forward tilt|poss=y}}), and at tumble percentages, very few attacks, if any, are fast enough to followup within 13 frames before the opponent can air dodge, such as {{mvsub|Meta Knight|SSBB|up aerial|poss=y}}. Any attack that deals even slightly more knockback or has slightly more ending lag will require the player to [[Mindgame#Predicting|read]] the opponent's action to successfully followup. This new mechanic also allows launched characters to act before their knockback wears off, which allows characters to perform certain actions during knockback to [[momentum canceling|reduce their aerial momentum]], allowing them to survive blows that would have otherwise KO'd. | |||
The much slower falling speeds, loss of [[L-canceling]] with most aerials not having their [[landing lag]] fully compensated, and generally slower movement also reduces the amount of possible combos, though the effect of these is minuscule compared to the ability to act so early out of hitstun. | |||
This new mechanic is one of the most controversial additions to ''Brawl'', with detractors criticising it for making true combos rare and making it impossible to truly combo with moves that deal anything beyond very low knockback. This eliminates the comboing ability of characters that relied on higher knockback moves with faster mobility to combo ({{SSBB|Captain Falcon}} being the most prominent example, with {{SSBB|Jigglypuff}} also suffering severely), allows characters to survive longer than intended through [[momentum canceling]], and significantly increases the chance of getting [[punish]]ed for landing a hit ({{SSBB|Ganondorf}}'s [[Dark Dive]] is a notable example of this, as its extremely weak knockback means that many characters can hit Ganondorf with a quick attack as soon as the move completes). | |||
While some players argue in support of the mechanic, such as by stating that players should have to successfully read their opponent's actions to get successful followups and that opponents should have means of escaping combos, the majority of competitive players, even those who prefer ''Brawl'' over ''Melee'', see the mechanic as a negative addition to the game, due to severely slowing down the pace of matches. As such, those who [[mod]] the game usually remove the mechanic unless they intend to keep the vBrawl engine intact (as in [[Balanced Brawl]]), and all major mods except the aforementioned have removed the mechanic completely. | |||
==In ''[[Super Smash Bros. 4]]''== | ==In ''[[Super Smash Bros. 4]]''== | ||
In ''Smash 4'', hitstun has a very slightly altered formula: by default, the result is decreased by one frame compared to ''Melee'' and ''Brawl'', but if the character is sent tumbling (''not'' reeling) or launched by an [[electric]] attack, one more hitstun frame is added, with both factors being able to stack. For example, if a character that sustains 100 units of knockback is sent reeling, they will be in hitstun for 39 frames, but if they are sent tumbling by an electric attack, they will be in hitstun for 41 frames. On top of this, the ability to act out of hitstun is still present, but it is much less pronounced; characters are able to act out of hitstun after 40 frames with an air dodge, or 45 frames with an aerial, provided the current launch speed is below 2.5 or 2, respectively, meaning that these numbers also increase proportionally to the amount of knockback taken (beginning to increase after sustaining roughly 56 frames of hitstun to cancel with an aerial or roughly 59 frames of hitstun to cancel with an air dodge), and become irrelevant at extreme knockback values. Additionally, unlike with normal hitstun, the hitstun cancel window does consider extra launch speed from the [[Knockback#Melee onward|gravity penalty]], and as such fighters with low gravity will have a slightly stronger hitstun cancel. | |||
In ''Smash 4'', hitstun has a very slightly altered formula: by default, the result is decreased by one frame compared to ''Melee'' and ''Brawl'', but if the character is sent tumbling (''not'' reeling) or launched by an [[electric]] attack, one more hitstun frame is added, with both factors being able to stack. For example, if a character that sustains 100 units of knockback is sent reeling, they will be in hitstun for 39 frames, but if they are sent tumbling by an electric attack, they will be in hitstun for 41 frames. | |||
Compared to ''Brawl'', the window for canceling hitstun occurs significantly later, which coupled with the generally increased [[gravity]] and [[falling speed]]s makes true combos past low percentages possible again. Also due to this, [[momentum canceling]] is effectively impossible, allowing moves to KO earlier. Furthermore, air dodging to cancel hitstun actually marginally worsens horizontal endurance, as similarly to ''Brawl'', a fighter is not able to begin opposing their momentum with directional inputs until all of the knockback momentum is gone (despite hitstun actually ending a little earlier than this). | |||
Because of the changes to hitstun, characters such as {{SSB4|Sheik}} and {{SSB4|Captain Falcon}} are indirectly [[buff]]ed, as their comboing abilities from previous games have been restored, while ''Brawl'' newcomers such as {{SSB4|Meta Knight}} and {{SSB4|Zero Suit Samus}} also benefit significantly by gaining a similar or even greater combo potential. However, with the retained ability to air dodge or attack out of hitstun at higher percentages, gravity increasing knockback as in ''Brawl'', and falling speeds still being slower than in ''Melee'', true combos at higher percentages are exclusive to a few characters (and even then, they must not [[rage|be at high percentages]] themselves), making them less prevalent than in ''Melee'' and especially the original ''SSB''. | |||
==In ''[[Super Smash Bros. Ultimate]]''== | ==In ''[[Super Smash Bros. Ultimate]]''== | ||
In ''Ultimate'', the formulas for hitstun remain unchanged from ''Smash 4''. However, hitstun is now affected by the new speed-up effect used for tumbling knockback (commonly dubbed "balloon knockback" by the community), which causes characters to be launched faster as they take higher knockback. As a result, after [[tumbling]] starts happening, the effective hitstun frames increase at a slower rate in comparison to previous ''Smash'' games. This effect begins at 82.5 units of knockback, and equates to a new hitstun formula of '''32 + 0.1455X''' rounded down, where '''X = knockback - 82.5'''. For example, 90 and 145 units of knockback, which would inflict 36 and 58 frames of hitstun (respectively) in ''Smash 4'', inflict 33 and 41 frames in ''Ultimate''. Additionally, electric attacks no longer add one frame of hitstun. This effect caps at 200 units of knockback, and hitstun continues to scale normally once again. Oddly, [[reeling]] will sometimes cause 1 extra frame of hitstun at tumbling percents, but the cause for this is unknown. | |||
''Ultimate'' | |||
As a result of these changes, hitstun remains unchanged in comparison to ''Smash 4'' if a move's knockback is low enough, but is decreased otherwise, giving characters less time to combo opponents at higher percents. However, due to the | As a result of these changes, hitstun remains unchanged in comparison to ''Smash 4'' if a move's knockback is low enough, but it is decreased otherwise, giving characters less time to combo opponents at higher percents. However, due to the generally increased mobility of the cast (including faster [[dashing speed]]s and [[air speed]]s, as well as jumps reaching their peak faster), universally shorter [[jumpsquat]]s and lower [[landing lag]], combo potential is overall decreased starting at mid-high percents, but increased below these percents. Additionally, [[rage]]'s effect on knockback is weaker, making it less of a detriment for combos, and some combo moves of veterans have had their ending lag reduced further, with examples being {{SSBU|Luigi}}'s [[down throw]] and {{SSBU|Falco}}'s [[up tilt]]. Furthermore, while hitstun canceling is still possible, its execution windows remain unchanged from ''Smash 4'', thus providing a considerably smaller benefit as a result of hitstun itself being reduced. | ||
''Ultimate'' | A new property of hitstun in ''Ultimate'' is the addition of '''hitstun modifiers''', which can add or deduct hitstun frames to/from individual moves regardless of their knockback, allowing them to combo better or worse (respectively) than they normally would. These are mainly present in [[neutral attack]]s, which have additional hitstun to connect better, but a few other moves use them as well, such as {{SSBU|Fox}}'s [[down tilt]] (3 extra frames), and the linking hits of {{SSBU|Samus}} and {{SSBU|Dark Samus}}'s [[up aerial]]s (10 less frames), with the intention of either comboing better into their next hits and other moves, or preventing certain followups, both without altering their knockback or lag. Hitstun modifiers do not alter how early attacks can cause tumbling, and the resulting hitstun is still reduced by the knockback speed-up effect.<ref>https://twitter.com/Ruben_dal/status/1124858557059481602</ref> | ||
As a minor adjustment, attacks that cause [[flinch]]ing now always inflict a minimum of 4 frames of hitstun, thus giving attacks with very low knockback slightly higher hitstun. | |||
===List of moves with hitstun modifiers=== | ===List of moves with hitstun modifiers=== | ||
{{split|We don't do this for [[hitlag]] or [[SDI]] multipliers, so for the sake of consistency this should probably be put on a separate page}} | |||
{|class="wikitable" align="center" | {|class="wikitable" align="center" | ||
|- | |- | ||
!Character!!Attack!!Modifier | !Character!!Attack!!Modifier | ||
|- | |- | ||
|rowspan= | |rowspan=4|{{SSBU|Banjo & Kazooie}}||Neutral attack (hit 1)||5 | ||
|- | |||
|Neutral attack (hit 2)||5/6<ref name="hitbox">From closest hitbox to farthest.</ref> | |||
|- | |||
|Rapid jab||3 | |||
|- | |||
|[[Breegull Blaster]]||6 | |||
|- | |||
|rowspan=5|{{SSBU|Bayonetta}}||Neutral attack (hit 1)||8 | |||
|- | |- | ||
| | |Neutral attack (hits 2-3)||10 | ||
|- | |- | ||
| | |Rapid jab||2 | ||
|- | |- | ||
|[[After Burner Kick]] (upward)||rowspan=2|1 | |[[After Burner Kick]] (upward)||rowspan=2|1 | ||
|- | |- | ||
|[[Witch Twist]] | |[[Witch Twist]] | ||
|- | |- | ||
|{{SSBU|Bowser}}||[[Bowser Bomb]] ( | |{{SSBU|Bowser}}||[[Bowser Bomb]] (hit 1)||8 | ||
|- | |- | ||
|rowspan=2|{{SSBU|Bowser Jr.}}||Neutral attack (hit 2 and rapid jab)||3 | |rowspan=2|{{SSBU|Bowser Jr.}}||Neutral attack (hit 2 and rapid jab)||3 | ||
Line 78: | Line 69: | ||
|Down tilt (hits 1-2)||4 | |Down tilt (hits 1-2)||4 | ||
|- | |- | ||
|{{SSBU| | |rowspan=3|{{SSBU|Captain Falcon}}||Neutral attack (hit 2)||3 | ||
|- | |- | ||
| | |Rapid jab||2 | ||
|- | |- | ||
|[[Raptor Boost]] (grounded)||3 | |[[Raptor Boost]] (grounded)||3<ref name="patch">Added in update {{SSBU|3.1.0}}.</ref> | ||
|- | |- | ||
|{{SSBU|Charizard}}||Neutral attack (hits 1-2)||2 | |{{SSBU|Charizard}}||Neutral attack (hits 1-2)||2 | ||
Line 88: | Line 79: | ||
|rowspan=2|{{SSBU|Corrin}}||Neutral attack (hits 1-2 and rapid jab)||2 | |rowspan=2|{{SSBU|Corrin}}||Neutral attack (hits 1-2 and rapid jab)||2 | ||
|- | |- | ||
|Forward smash (charging loop hits)||3 | |Forward smash (charging loop hits)||3 | ||
|- | |- | ||
|{{SSBU|Dark Pit}}||Neutral attack (hits 1-2)||2 | |{{SSBU|Dark Pit}}||Neutral attack (hits 1-2)||2 | ||
Line 94: | Line 85: | ||
|rowspan=2|{{SSBU|Dark Samus}}||Neutral attack (hit 1)||4 | |rowspan=2|{{SSBU|Dark Samus}}||Neutral attack (hit 1)||4 | ||
|- | |- | ||
|Up aerial (loop hits)||-10<ref name=" | |Up aerial (loop hits)||-10<ref name="negative">The only moves from playable characters in the game to have a negative hitstun modifier.</ref> | ||
|- | |- | ||
|{{SSBU|Falco}}||Rapid jab||2 | |{{SSBU|Falco}}||Rapid jab||2 | ||
Line 106: | Line 93: | ||
|{{SSBU|Greninja}}||Rapid jab||2 | |{{SSBU|Greninja}}||Rapid jab||2 | ||
|- | |- | ||
|rowspan= | |rowspan=5|{{SSBU|Hero}}||Neutral attack (hits 1-2)||7 | ||
|- | |- | ||
|Forward tilt (hit 1)||3 | |Forward tilt (hit 1)||3 | ||
Line 112: | Line 99: | ||
|[[Kazap]] (hit 1)||10 | |[[Kazap]] (hit 1)||10 | ||
|- | |- | ||
|[[Magic Burst]] (looping hits)||2<ref name="patch2">Added in update {{SSBU|5.0.0}}.</ref> | |||
|[[Magic Burst]] (looping hits)||2 | |||
|- | |- | ||
|[[Metal Slash]]||6 | |[[Metal Slash]]||6 | ||
Line 120: | Line 105: | ||
|{{SSBU|Ice Climbers}}||Neutral attack (Popo, hit 1)||2 | |{{SSBU|Ice Climbers}}||Neutral attack (Popo, hit 1)||2 | ||
|- | |- | ||
|{{SSBU|Incineroar}}||Neutral attack (hit 2)||2 | |{{SSBU|Incineroar}}||Neutral attack (hit 2)||2 | ||
|- | |- | ||
|{{SSBU|Inkling}}||Rapid jab||2 | |{{SSBU|Inkling}}||Rapid jab||2 | ||
|- | |- | ||
|{{SSBU|Isabelle}}||Neutral attack|| | |{{SSBU|Isabelle}}||Neutral attack||8 | ||
|- | |- | ||
|{{SSBU| | |rowspan=4|{{SSBU|Ken}}||Forward tilt (tapped, close)||9 | ||
|- | |- | ||
| | |Down tilt (tapped)||1<ref name="patch"/> | ||
|- | |- | ||
| | |[[Hadoken]] (early, grounded opponent)||5 | ||
|- | |- | ||
| | |[[Ken (SSBU)#Roundhouse Kicks|Nata Otoshi Geri]] (hit 1)||2 | ||
|- | |- | ||
|rowspan=2|{{SSBU|King Dedede}}||Neutral attack (hits 1-2)||5 | |||
|rowspan= | |||
|- | |- | ||
| | |Rapid jab||2 | ||
|- | |- | ||
|{{SSBU|King K. Rool}}||Neutral attack (hits 1-2)||4 | |{{SSBU|King K. Rool}}||Neutral attack (hits 1-2)||4 | ||
|- | |- | ||
|{{SSBU| | |{{SSBU|Little Mac}}||Neutral attack (hit 2)||2 | ||
|- | |- | ||
|{{SSBU|Lucas}}||Neutral attack (hit 2)||2 | |||
|- | |- | ||
| | |{{SSBU|Meta Knight}}||Rapid jab||2 | ||
|- | |- | ||
|{{SSBU| | |rowspan=2|{{SSBU|Mewtwo}}||Neutral attack (hit 1)||6 | ||
|- | |- | ||
|Rapid jab||3 | |||
|- | |- | ||
|{{SSBU| | |rowspan=2|{{SSBU|Mii Gunner}}||Neutral attack (hit 1)||1 | ||
|- | |- | ||
|Neutral attack (hit 2)||4 | |||
|- | |- | ||
|{{SSBU|Mii Swordfighter}}||[[Stone Scabbard]] (hit 1)||4 | |{{SSBU|Mii Swordfighter}}||[[Stone Scabbard]] (hit 1)||4 | ||
|- | |- | ||
|rowspan=3|{{SSBU|Mr. Game & Watch}}||Rapid jab||4 | |rowspan=3|{{SSBU|Mr. Game & Watch}}||Rapid jab||4 | ||
Line 192: | Line 145: | ||
|Forward aerial (hit 1)||5 | |Forward aerial (hit 1)||5 | ||
|- | |- | ||
|[[Fire]] ( | |[[Fire]] (hit 1)||10 | ||
|- | |- | ||
|{{SSBU|Pac-Man}}||Neutral attack (hit 1)||4 | |{{SSBU|Pac-Man}}||Neutral attack (hit 1)||4 | ||
|- | |- | ||
|{{SSBU|Palutena}}||Neutral attack (hit 1)||4 | |||
|- | |- | ||
|Neutral | |rowspan=2|{{SSBU|Piranha Plant}}||Neutral attack (hit 2)||6 | ||
|- | |- | ||
| | |Rapid jab||4<ref>3 prior to update 3.1.0.</ref> | ||
|- | |- | ||
|{{SSBU|Pit}}||Neutral attack (hits 1-2)||2 | |{{SSBU|Pit}}||Neutral attack (hits 1-2)||2 | ||
|- | |- | ||
|{{SSBU|R.O.B.}}||Neutral attack (hit 1)||5 | |||
|- | |- | ||
| | |rowspan=2|{{SSBU|Richter}}||Neutral attack (hits 1-2)||2 | ||
|- | |- | ||
| | |Rapid jab||3 | ||
|- | |- | ||
|{{SSBU| | |{{SSBU|Ridley}}||Rapid jab||2 | ||
|- | |- | ||
|{{SSBU| | |{{SSBU|Robin}}||Neutral attack (hits 1-2 and rapid jab)||2 | ||
|- | |- | ||
|{{SSBU| | |rowspan=4|{{SSBU|Rosalina & Luma}}||Neutral attack (Rosalina, hit 1; Luma, hit 2)||6 | ||
|- | |- | ||
|Neutral attack (Luma, hit 1)||5 | |||
|- | |- | ||
|Neutral attack (Rosalina, hit 2)||8 | |||
|- | |- | ||
|Neutral attack ( | |Neutral attack (Rosalina, hit 3; rapid jab)||3 | ||
|- | |- | ||
|rowspan=3|{{SSBU|Ryu}}||Forward tilt (tapped, close)||2 | |rowspan=3|{{SSBU|Ryu}}||Forward tilt (tapped, close)||2 | ||
|- | |- | ||
|Down tilt (tapped)||1 | |Down tilt (tapped)||1<ref name="patch"/> | ||
|- | |- | ||
|[[Shakunetsu Hadoken]] (loop hits)|| | |[[Shakunetsu Hadoken]] (loop hits)||4 | ||
|- | |- | ||
|rowspan=2|{{SSBU|Samus}}||Neutral attack (hit 1)||4 | |rowspan=2|{{SSBU|Samus}}||Neutral attack (hit 1)||4 | ||
|- | |- | ||
|Up aerial (loop hits)||-10<ref name=" | |Up aerial (loop hits)||-10<ref name="negative"/> | ||
|- | |- | ||
|{{SSBU|Sheik}}||Rapid jab||2 | |||
|- | |- | ||
| | |rowspan=2|{{SSBU|Shulk}}||Neutral attack (hit 1)||2 | ||
|- | |- | ||
|Neutral attack (hit 2)||5 | |||
|- | |- | ||
| | |rowspan=2|{{SSBU|Simon}}||Neutral attack (hits 1-2)||2 | ||
|- | |- | ||
| | |Rapid jab||3 | ||
|- | |- | ||
|rowspan=2|{{SSBU|Snake}}||Neutral attack (hit 1)||rowspan=2|2 | |rowspan=2|{{SSBU|Snake}}||Neutral attack (hit 1)||rowspan=2|2 | ||
Line 256: | Line 199: | ||
|Forward tilt (hit 1) | |Forward tilt (hit 1) | ||
|- | |- | ||
|{{SSBU|Sonic}}||Neutral attack | |rowspan=2|{{SSBU|Sonic}}||Neutral attack (hit 1)||8 | ||
| | |||
| | |||
|- | |- | ||
| | |Neutral attack (hit 2)||4 | ||
|- | |- | ||
|{{SSBU|Villager}}||Neutral attack (hits 1-2)||2 | |||
|- | |- | ||
|{{SSBU|Wii Fit Trainer}}||Neutral attack (hit 1)||4 | |{{SSBU|Wii Fit Trainer}}||Neutral attack (hit 1)||4 | ||
|- | |- | ||
|{{SSBU|Young Link}}||Rapid jab||2 | |||
|- | |- | ||
| | |rowspan=2|{{SSBU|Zelda}}||Neutral attack (hit 1)||2 | ||
|- | |- | ||
| | |Rapid jab||3 | ||
|- | |- | ||
|rowspan=2|{{SSBU|Zero Suit Samus}}||Neutral attack (hit 1)||2<ref | |rowspan=2|{{SSBU|Zero Suit Samus}}||Neutral attack (hit 1)||10/6/2/2<ref name="hitbox"/> | ||
|- | |- | ||
|[[Plasma Whip]] ( | |[[Plasma Whip]] (loop hits)||4 | ||
|} | |} | ||
==== | ==See also== | ||
*[[Shieldstun]] | |||
==Notes/References== | |||
{{reflist}} | {{reflist}} | ||
[[Category:Game physics]] | [[Category:Game physics]] | ||
[[Category:Gameplay]] | [[Category:Gameplay]] | ||
[[Category:Techniques (SSBB)]] | [[Category:Techniques (SSBB)]] | ||
[[Category:Techniques (SSB4)]] | [[Category:Techniques (SSB4)]] |