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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 [[hitlag]].'' | ||
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'''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''' (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. | ||
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==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 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. | 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. | ||
==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-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. | 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. | ||
==In ''[[Super Smash Bros. Brawl]]''== | ==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 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. | ''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. | ||
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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. | 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). | |||
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, [[mod]]s usually remove the mechanic unless they intend to keep ''Brawl''{{'}}s engine intact, such as [[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. | 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. | ||
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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''. | 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''. | ||
==In ''[[Super Smash Bros. Ultimate]]''== | ==In ''[[Super Smash Bros. Ultimate]]''== | ||
''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. | ''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. | ||
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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 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 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]]). | |||
===Hitstun modifiers=== | ===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. | |||
===List of moves with hitstun modifiers=== | ===List of moves with hitstun modifiers=== | ||
{|class="wikitable" align="center" | {|class="wikitable" align="center" | ||
|- | |- | ||
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|{{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> | |{{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> | ||
|- | |- | ||
|{{SSBU|Inkling}}||Rapid jab||2 | |{{SSBU|Inkling}}||Rapid jab||2 | ||
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|{{SSBU|Link}}||Up smash (hits 1-2)||3* (9.0.0 onward) | |{{SSBU|Link}}||Up smash (hits 1-2)||3* (9.0.0 onward) | ||
|- | |- | ||
|{{SSBU|Little Mac}}||Neutral attack (hit 2)||2 | |||
|- | |- | ||
|{{SSBU|Lucas}}||Neutral attack (hit 2)||2 | |{{SSBU|Lucas}}||Neutral attack (hit 2)||2 | ||
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|- | |- | ||
|{{SSBU|Sonic}}||Neutral attack||8 (hit 1)<br>4 (hit 2) | |{{SSBU|Sonic}}||Neutral attack||8 (hit 1)<br>4 (hit 2) | ||
|- | |- | ||
|rowspan=3|{{SSBU|Steve}}||Neutral attack||rowspan=3|-10* (no weapon)<br>-7/-5* (Stone/Gold)<br>-5/-3* (other) | |rowspan=3|{{SSBU|Steve}}||Neutral attack||rowspan=3|-10* (no weapon)<br>-7/-5* (Stone/Gold)<br>-5/-3* (other) | ||
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|} | |} | ||
==== | ==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)]] |