Editing Hitstun

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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]].''
[[File:SSB4SmashvilleCoinEvent.jpg|thumb|250px|{{SSB4|Villager}} being launched by [[Timber]], now in hitstun.]]
 
'''Hitstun''' (known as '''DamageFly''' internally) 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 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.]]''==
[[File:SSB64 Fox Pillar Usmash.gif|thumb|150px|{{SSB|Fox}} performing a [[Greenhouse]] combo against another Fox player, leading to an [[up smash]] thanks to ''64's'' higher hitstun.]]
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 equal to 0.533× of the inflicted amount of knockback. The multiplier is so high that long, highly damaging combos are commonplace, with competitive matches being heavily centralized around them. [[Zero-to-death combo]]s 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.
{{clr}}


==In ''[[Super Smash Bros. Melee]]''==
==In ''[[Super Smash Bros. Melee]]''==
[[File:Ganondorfbmove.jpg|thumb|150px|{{SSBM|Ganondorf}} launching {{SSBM|Captain Falcon}} with [[Warlock Punch]].]]
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-to-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.


A peculiar property of hitstun in ''Melee'' is how it is handled for characters landing when taking knockback below [[tumbling]] range. In ''Smash 64'', the character simply remains in their flinching animation on the ground, and the hitstun proceeds as usual. In ''Melee'', however, if the character's launch speed higher than 0.5 (equal to 16.67 units of knockback) when touching the ground, they go into their landing animation, and the hitstun is overriden by their 4 frames of normal landing lag (slightly higher for some characters). Combined with [[ASDI]] allowing characters to move from the air to the ground (which is forbidden for standard [[SDI]]), this property allows characters to "tank" attacks at low percents to punish them more effectively, and is likewise the main factor behind [[crouch cancel]]ing's defensive utility. Hitstun carrying over to the ground as in ''SSB'', on the other hand, is generally uncommon, and the launch speed required is too low for any individual attack to benefit significantly from it; however, [[knockback stacking]] can cause a followup attack to inflict a noticeable amount of hitstun while lowering a character's launch speed to under 0.5, making it relevant for certain characters' combos. The most notable example is {{SSBM|Falco}}'s [[pillar]]ing combos on platforms, where he can [[spike]] the opponent close enough to them after a [[shine]] and have them remain in hitstun instead of landing, as both moves' launch speeds end up mostly canceling each other out, but the [[down aerial]] carries all the hitstun.
==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.
{{clr}}


==In ''[[Super Smash Bros. Brawl]]''==
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.
[[File:Falco up throw Brawl.jpg|thumb|150px|{{SSBB|Falco}}'s up throw is designed to have the blaster shot connect while the opponent is in hitstun.]]
''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 of hitstun, or use an [[aerial attack]] after 25 frames, regardless of the actual amount of hitstun they sustained. This new mechanic, known as [[hitstun canceling]], drastically reduces the effective hit advantage granted to the attacker, especially at higher knockback values. For example, a character taking 100 units of knockback in ''Melee'' would invariably sustain 40 frames of hitstun, but in ''Brawl'', they will only be in actual hitstun for 13 frames if they air dodge, or 25 if they attack; if this knockback value is doubled, the ''Melee'' character would sustain 80 frames of hitstun, while the ''Brawl'' character will still only be in true hitstun for 13 or 25 frames.


This change significantly 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 otherwise KO them.
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.


The much slower falling speeds, loss of [[L-canceling]] with most aerials not having their [[landing lag]] fully compensated, and generally slower movement also reduce 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).


Conversely to hitstun canceling, ''Brawl'' also no longer allows characters taking knockback below tumbling level to land during hitstun, with the character instead remaining in their flinching animation and not landing until the hitstun is over. In combination with crouch canceling no longer reducing knockback taken, this weakens characters' defensive options at percents before hitstun canceling is possible.
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]]''==
[[File:SSB4 daily image 26-07-2013.jpg|thumb|250px|{{SSB4|Samus}} and {{SSB4|Link}} being sent [[tumbling]], now in hitstun.]]
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.
 
More significantly, however, while the ability to act out of hitstun with an air dodge or aerial attack returns from ''Brawl'', its effect is considerably less pronounced. Characters in ''Smash 4'' can only air dodge out of hitstun after at least 40 frames, and if their current launch speed is lower than 2.5; likewise, they can only cancel hitstun with an aerial attack after at least 45 frames, and if their current launch speed is lower than 2. For reference, launch speed starts at 0.03× of the knockback inflicted (so in the former example, it would start at 3), and decreases by 0.051 every frame. As a result, hitstun canceling not only occurs much later than in ''Brawl'', but is further delayed as knockback increases (starting to increase after roughly 56 frames of hitstun to cancel with an aerial, or 59 frames to cancel with an air dodge), to the point of becoming irrelevant at extreme knockback values. The [[Knockback#Melee onward|gravity penalty]] for vertical launch speed is also taken into account, giving characters slightly better hitstun cancel windows the lower their gravity is.


The significantly weakened hitstun canceling, coupled with the cast's generally increased [[gravity]] and [[falling speed]]s, makes true combos past low percentages possible again, and renders [[momentum canceling]] 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 this, 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 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''.
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).


Hitstun in ''Smash 4'' has received other minor adjustments:
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''.
*Characters taking knockback below tumbling level can land during hitstun as in ''Melee'', which no longer depends on their launch speed when touching the ground. However, the hitstun now carries over to their landing animation, taking priority over the standard 4 frames of hard landing lag (or slightly higher for some characters), and in this case, it is also one frame longer than usual.
*Characters bouncing off surfaces due to knockback have their hitstun reduced by 0.8× relative to the initial amount, with the exception of grounded meteor smashes. This does not affect their hitstun cancel windows.
*For {{SSB4|Rosalina & Luma}}, Luma uses an altered hitstun formula if only Rosalina is hit, equal to 0.27× of the knockback taken by her. This effectively causes Luma to take 67.5% of Rosalina's hitstun, allowing it to retaliate faster against attackers.


==In ''[[Super Smash Bros. Ultimate]]''==
==In ''[[Super Smash Bros. Ultimate]]''==
[[File:TKPDCombo.gif|thumb|250px|Terry making use of [[Power Dunk]]'s unusually high hitstun to perform a complex combo. This works thanks to [[Tiger Knee]].]]
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'' retains the 0.4× multiplier used since ''Melee'' to determine the base amount of hitstun, but always reduces the result by one frame, even if the target is sent tumbling or hit by an electric attack, unlike in ''Smash 4''. More significantly, however, hitstun is 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. 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''. Oddly, [[reeling]] can sometimes cause an extra frame of hitstun at tumbling percents, but the cause for this is unknown.
 
To determine the magnitude of the knockback speed-up effect, the game takes the [[FAF]] after hitstun (for example, 40 for 100 units of knockback), and calculates a [[frame speed multiplier]] between 1× and 6×, which is determined by the FAF's placement between 30 and 80 (though since the effect depends on tumbling, it cannot normally apply to hitstun below 31 frames). This speed multiplier is then applied to the first frame of knockback, and multiplied for subsequent frames by the result of <code>(initial_faf * 0.3 - faf) / (initial_faf * 0.3 - initial_faf)</code>, where <code>faf</code> is the FAF minus the previous frame's speed multiplier. For example, with 39 frames of hitstun, the initial FAF would be 40, resulting in a frame speed multiplier of 2× for the first knockback frame, which would then decrease to approximately 1.857× on the second frame (multiplied by 0.9285×). Due to the algorithm capping the FAF at 80, the speed-up effect stops scaling for knockback above 200 units, after which hitstun increases at a rate of <code>(knockback - 200) * 0.25</code>.


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 cast's generally improved mobility (namely faster [[dashing speed]]s, [[air speed]]s, [[jumpsquat]]s, and full hop speeds), lower [[landing lag]], and the effect of [[rage]] being weakened, combo potential is overall slightly increased up to mid percents, with a detrimental effect only at higher knockback ranges where combos are less common. Furthermore, while hitstun canceling is still possible, and its launch speed thresholds take the knockback speed-up effect into account, its earliest windows of 40 and 45 frames do not, thus providing a considerably smaller benefit. Worth noting, however, is that moves with [[set knockback]] do not use this effect, meaning their hitstun at tumble percents is only reduced by one frame compared to ''Smash 4'', and hitstun canceling can still have a noticeable effect on moves with high enough set knockback (such as {{SSBU|Luigi}}'s down taunt).
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'' retains ''Smash 4''{{'}}s adjustments to landing hitstun, hitstun reduction when bouncing off surfaces, and Luma's unique hitstun factor, the latter which is now comparatively lower due to using the same speed-up magnitude as Rosalina. As a new minor adjustment, attacks that cause [[flinch]]ing always inflict a minimum of 4 frames of hitstun, slightly increasing it for attacks with extremely low knockback (such as the late hit of Luigi's [[Super Jump Punch]]).
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>


===Hitstun modifiers===
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.
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.


===List of moves with hitstun modifiers===
===List of moves with hitstun modifiers===
Due to a glitch, even if a move has a hitstun modifier only coded for specific hitboxes, the game applies the multiplier to all hitboxes of the move during frames where the specified hitbox is present. Likewise, if a move has different hitstun modifiers for each hitbox, the modifier for the hitbox with the highest ID number applies to all hitboxes, and other modifiers are ignored. This glitch is also present for [[shieldstun]] multipliers. However, some hitstun modifiers are marked as "revised" and appear to function normally; these are denoted by an asterisk in the following table.
{{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=2|{{SSBU|Banjo & Kazooie}}||Neutral attack||5 (hit 1)<br>6<ref>Has a specified modifier of 5 for the closest hitbox, but is overriden by this modifier due to the aforementioned glitch</ref> (hit 2)<br>3 (rapid jab)
|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
|-
|-
|[[Breegull Blaster]] (clean)||6
|Neutral attack (hits 2-3)||10
|-
|-
|rowspan=3|{{SSBU|Bayonetta}}||Neutral attack||8 (hit 1)<br>10 (hits 2-3)<br>2 (rapid jab)
|Rapid jab||2
|-
|-
|[[After Burner Kick]] (upward)||rowspan=2|1
|[[After Burner Kick]] (upward)||rowspan=2|1
|-
|-
|[[Witch Twist]] (last hit)
|[[Witch Twist]]
|-
|-
|{{SSBU|Bowser}}||[[Bowser Bomb]] (grounded, hit 1)||8
|{{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|Byleth}}||Neutral attack||7 (hit 2)<br>3 (rapid jab)
|rowspan=3|{{SSBU|Captain Falcon}}||Neutral attack (hit 2)||3
|-
|-
|rowspan=2|{{SSBU|Captain Falcon}}||Neutral attack||3 (hit 2)<br>2 (rapid jab)
|Rapid jab||2
|-
|-
|[[Raptor Boost]] (grounded)||3 ({{SSBU|3.1.0}} onward)
|[[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 ({{SSBU|3.0.0}} onward)
|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="samus">Only specified for the body hitbox, but applies to all hitboxes due to the aforementioned glitch</ref>
|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|Dr. Mario}}||Down tilt||3 ({{SSBU|7.0.0}} onward)
|-
|{{SSBU|Duck Hunt}}||Rapid jab||2 (7.0.0 onward)
|-
|-
|{{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=6|{{SSBU|Hero}}||Neutral attack (hits 1-2)||7
|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
|-
|-
|[[Kaboom]] (hit 1)||4 ({{SSBU|8.0.0}} onward)
|[[Magic Burst]] (looping hits)||2<ref name="patch2">Added in update {{SSBU|5.0.0}}.</ref>
|-
|[[Magic Burst]] (looping hits)||2 ({{SSBU|5.0.0}} onward)
|-
|-
|[[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<ref>Only specified for the middle hitbox, but applies to all hitboxes due to the aforementioned glitch</ref> (3.1.0 onward)
|{{SSBU|Incineroar}}||Neutral attack (hit 2)||2
|-
|-
|{{SSBU|Inkling}}||Rapid jab||2
|{{SSBU|Inkling}}||Rapid jab||2
|-
|-
|{{SSBU|Isabelle}}||Neutral attack||14 (8 before {{SSBU|4.0.0}})
|{{SSBU|Isabelle}}||Neutral attack||8
|-
|-
|{{SSBU|Jigglypuff}}||[[Pound]]||2 ({{SSBU|6.0.0}} onward)
|rowspan=4|{{SSBU|Ken}}||Forward tilt (tapped, close)||9
|-
|-
|rowspan=15|{{SSBU|Kazuya}}||Neutral attack||8* (hit 1)<br>11 (hit 2)<br>9* (hit 5, closest grounded hitboxes)<br>4* (hit 6, closest hitboxes)<br>9* (hit 7, closest hitboxes)<br>6* (hit 8, closest hitboxes)
|Down tilt (tapped)||1<ref name="patch"/>
|-
|-
|Up tilt (hit 1)||1/3* (grounded/aerial)
|[[Hadoken]] (early, grounded opponent)||5
|-
|-
|Down tilt||17
|[[Ken (SSBU)#Roundhouse Kicks|Nata Otoshi Geri]] (hit 1)||2
|-
|-
|Up-forward tilt (hits 1-3)||10*
|rowspan=2|{{SSBU|King Dedede}}||Neutral attack (hits 1-2)||5
|-
|Down-forward tilt (hit 1)||4/8* (grounded/aerial)
|-
|Crouch attack||22/16* (body/arm)
|-
|Forward crouch attack||11
|-
|Back crouch attack||9
|-
|[[Left Splits Kick]]||10*
|-
|Down smash||5*
|-
|[[Devil Blaster]] (late)||10*
|-
|[[Wind God Fist]]||15/13* (grounded/aerial, clean)<br>17/13* (grounded/aerial, late)
|-
|Electric Wind God Fist||19/14* (grounded/aerial)
|-
|[[Spinning Demon to Left Hook]] (hit 1)||7
|-
|Side taunt||8* (hit 1)<br>10* (hits 2-4)<br>9* (hit 3)
|-
|rowspan=4|{{SSBU|Ken}}||Forward tilt (tapped, close)||9<ref name="grounded">Only specified for the hitbox against grounded targets, but applies to both due to the aforementioned glitch</ref>
|-
|Down tilt (tapped)||1 (3.1.0 onward)
|-
|[[Hadoken]] (early)||5<ref name="grounded"></ref>
|-
|[[Ken (SSBU)#Roundhouse Kicks|Nata Otoshi Geri]] (hit 1)||2
|-
|-
|{{SSBU|King Dedede}}||Neutral attack||5 (hits 1-2)<br>2 (rapid jab)
|Rapid jab||2
|-
|-
|{{SSBU|King K. Rool}}||Neutral attack (hits 1-2)||4
|{{SSBU|King K. Rool}}||Neutral attack (hits 1-2)||4
|-
|-
|{{SSBU|Link}}||Up smash (hits 1-2)||3* (9.0.0 onward)
|{{SSBU|Little Mac}}||Neutral attack (hit 2)||2
|-
|-
|rowspan=2|{{SSBU|Little Mac}}||Neutral attack (hit 2)||2
|{{SSBU|Lucas}}||Neutral attack (hit 2)||2
|-
|-
|Up tilt||2 ({{SSBU|13.0.0}} onward)
|{{SSBU|Meta Knight}}||Rapid jab||2
|-
|-
|{{SSBU|Lucas}}||Neutral attack (hit 2)||2
|rowspan=2|{{SSBU|Mewtwo}}||Neutral attack (hit 1)||6
|-
|-
|{{SSBU|Meta Knight}}||Rapid jab||2
|Rapid jab||3
|-
|-
|{{SSBU|Mewtwo}}||Neutral attack||6 (hit 1)<br>3 (rapid jab)
|rowspan=2|{{SSBU|Mii Gunner}}||Neutral attack (hit 1)||1
|-
|-
|{{SSBU|Mii Gunner}}||Neutral attack||1 (hit 1)<br>4 (hit 2)
|Neutral attack (hit 2)||4
|-
|-
|{{SSBU|Mii Swordfighter}}||[[Stone Scabbard]] (hit 1)||4
|{{SSBU|Mii Swordfighter}}||[[Stone Scabbard]] (hit 1)||4
|-
|{{SSBU|Min Min}}||Neutral attack||8 (hits 1-2)<br>3 (rapid jab)
|-
|-
|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]] (grounded, hit 1)||10
|[[Fire]] (hit 1)||10
|-
|rowspan=4|{{SSBU|Mythra}}||Neutral attack||7 (hit 1)<br>8/12* (hit 2, close/far;<br>8 for all before {{SSBU|12.0.0}})<br>4 (rapid jab)
|-
|Up smash (hits 2-4, ground-only)||10
|-
|[[Lightning Buster]]||5 (hit 1, clean)<br>2 (hits 2-3 uncharged,<br> hits 2-4 fully charged)
|-
|[[Ray of Punishment / Chroma Dust]] (slash)||15
|-
|-
|{{SSBU|Pac-Man}}||Neutral attack (hit 1)||4
|{{SSBU|Pac-Man}}||Neutral attack (hit 1)||4
|-
|-
|rowspan=2|{{SSBU|Palutena}}||Neutral attack (hit 1)||4
|{{SSBU|Palutena}}||Neutral attack (hit 1)||4
|-
|-
|Neutral aerial (hit 6)||-13 (7.0.0 onward)
|rowspan=2|{{SSBU|Piranha Plant}}||Neutral attack (hit 2)||6
|-
|-
|{{SSBU|Piranha Plant}}||Neutral attack||6 (hit 2)<br>4 (rapid jab; 3 before 3.1.0)
|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
|-
|-
|rowspan=3|{{SSBU|Pyra}}||Neutral attack||7 (hit 1)<br>8/12* (hit 2, close/far;<br>8 for all before 12.0.0)<br>4 (rapid jab)
|{{SSBU|R.O.B.}}||Neutral attack (hit 1)||5
|-
|-
|[[Flame Nova]] (loop hits)||10
|rowspan=2|{{SSBU|Richter}}||Neutral attack (hits 1-2)||2
|-
|-
|[[Blazing End]]||20<ref>Has a specified modifier of 40 against grounded opponents, but is overriden by this modifier due to the aforementioned glitch</ref> (travel)<br>25 (start and loop hits)
|Rapid jab||3
|-
|-
|{{SSBU|R.O.B.}}||Neutral attack (hit 1)||5<ref>Only specified for the closest hitboxes, but applies to all due to the aforementioned glitch</ref>
|{{SSBU|Ridley}}||Rapid jab||2
|-
|-
|{{SSBU|Richter}}||Neutral attack||2 (hits 1-2)<br>3 (rapid jab)
|{{SSBU|Robin}}||Neutral attack (hits 1-2 and rapid jab)||2
|-
|-
|{{SSBU|Ridley}}||Rapid jab||2
|rowspan=4|{{SSBU|Rosalina & Luma}}||Neutral attack (Rosalina, hit 1; Luma, hit 2)||6
|-
|-
|{{SSBU|Robin}}||Neutral attack (hits 1-2 and rapid jab)||2
|Neutral attack (Luma, hit 1)||5
|-
|-
|rowspan=2|{{SSBU|Rosalina & Luma}}||Neutral attack (Rosalina)||6 (hit 1)<br>8 (hit 2)<br>3 (hit 3 and rapid jab)
|Neutral attack (Rosalina, hit 2)||8
|-
|-
|Neutral attack (Luma)||5 (hit 1)<br>6 (hit 2)<br>3 (rapid jab)
|Neutral attack (Rosalina, hit 3; rapid jab)||3
|-
|-
|rowspan=3|{{SSBU|Ryu}}||Forward tilt (tapped, close)||2<ref name="grounded"></ref>
|rowspan=3|{{SSBU|Ryu}}||Forward tilt (tapped, close)||2
|-
|-
|Down tilt (tapped)||1 (3.1.0 onward)
|Down tilt (tapped)||1<ref name="patch"/>
|-
|-
|[[Shakunetsu Hadoken]] (loop hits)||10 (clean)<br>4 (late)
|[[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="samus"></ref>
|Up aerial (loop hits)||-10<ref name="negative"/>
|-
|{{SSBU|Sephiroth}}||Neutral attack||2 (hit 1)<br>3 (hit 2)
|-
|-
|rowspan=2|{{SSBU|Sheik}}||Rapid jab||2
|{{SSBU|Sheik}}||Rapid jab||2
|-
|-
|Up tilt (hit 1)||2 (9.0.0 onward)
|rowspan=2|{{SSBU|Shulk}}||Neutral attack (hit 1)||2
|-
|-
|rowspan=2|{{SSBU|Shulk}}||Neutral attack||2 (hit 1)<br>5 (hit 2)
|Neutral attack (hit 2)||5
|-
|-
|Up smash (hit 1)||3<ref name="aerial">Only specified for the hitbox against aerial targets, but applies to all due to the aforementioned glitch</ref> (9.0.0 onward)
|rowspan=2|{{SSBU|Simon}}||Neutral attack (hits 1-2)||2
|-
|-
|{{SSBU|Simon}}||Neutral attack (hits 1-2)||2 (hits 1-2)<br>3 (rapid jab)
|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||8 (hit 1)<br>4 (hit 2)
|rowspan=2|{{SSBU|Sonic}}||Neutral attack (hit 1)||8
|-
|rowspan=8|{{SSBU|Sora}}||Neutral attack||11/8* (hit 1, clean/late)<br>10* (hit 2)
|-
|-
|Forward tilt||13/12* (linking hit 1)<br>10* (hit 2)
|Neutral attack (hit 2)||4
|-
|-
|Up tilt (hit 6)||rowspan=2|4*
|{{SSBU|Villager}}||Neutral attack (hits 1-2)||2
|-
|Down tilt
|-
|Neutral aerial||2/4/10* (frame 8)<br>1/2/4* (frames 9-10)
|-
|Forward aerial||4/6/8* (frames 10-11)
|-
|[[Firaga]]||9/7/5* (first shot, clean/mid/late)<br>1/-1/-3* (repeated shots, clean/mid/late)
|-
|[[Blizzaga]] (last hit)||8/6* (clean/late)
|-
|rowspan=3|{{SSBU|Steve}}||Neutral attack||rowspan=3|-10* (no weapon)<br>-7/-5* (Stone/Gold)<br>-5/-3* (other)
|-
|Forward tilt
|-
|{{rollover|Neutral aerial|Includes forward and back aerial buffered out of a short hop|y}}
|-
|{{SSBU|Terry}}||Neutral attack (hits 1-2)||1
|-
|rowspan=2|{{SSBU|Villager}}||Neutral attack||7 (hit 1; 2 before 8.0.0)<br>11 (hit 2; 2 before 8.0.0)
|-
|Up tilt (hit 1)||2<ref name="aerial"></ref> (8.0.0 onward)
|-
|-
|{{SSBU|Wii Fit Trainer}}||Neutral attack (hit 1)||4
|{{SSBU|Wii Fit Trainer}}||Neutral attack (hit 1)||4
|-
|-
|rowspan=2|{{SSBU|Young Link}}||Rapid jab||2
|{{SSBU|Young Link}}||Rapid jab||2
|-
|-
|[[Grab aerial]]||4 (7.0.0 onward)
|rowspan=2|{{SSBU|Zelda}}||Neutral attack (hit 1)||2
|-
|-
|{{SSBU|Zelda}}||Neutral attack||2 (hit 2)<br>3 (rapid jab)
|Rapid jab||3
|-
|-
|rowspan=2|{{SSBU|Zero Suit Samus}}||Neutral attack (hit 1)||2<ref>Has specified modifiers of 10 and 6 for the closer hitboxes, but they are overriden by this modifier due to the aforementioned glitch</ref>
|rowspan=2|{{SSBU|Zero Suit Samus}}||Neutral attack (hit 1)||10/6/2/2<ref name="hitbox"/>
|-
|-
|[[Plasma Whip]] (held final hit)||4
|[[Plasma Whip]] (loop hits)||4
|}
|}


====Notes====
==See also==
*[[Shieldstun]]
 
==Notes/References==
{{reflist}}
{{reflist}}


==See also==
*[[Shieldstun]]
*[[Hitstun canceling]]
[[Category:Game physics]]
[[Category:Game physics]]
[[Category:Gameplay]]
[[Category:Gameplay]]
[[Category:Techniques (SSBB)]]
[[Category:Techniques (SSBB)]]
[[Category:Techniques (SSB4)]]
[[Category:Techniques (SSB4)]]

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