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m (This is definitely incorrect.) |
Stingrays110 (talk | contribs) (Added comparison gif. I'm fairly certain that the caption is correct, but I counted the frames myself, so I could be wrong.) |
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[[File:Interruptibility_Comparison.gif|thumb|{{SSBB|Meta Knight}} and {{SSBB|Fox}}'s down tilts last 26 frames, however {{SSBB|Meta Knight}} can cancel his on the 16th frame]] | |||
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'''Interruptibility''' (also described as '''Interruptible As Soon As''' or '''First Actionable Frame''') refers to the ability to begin a new action before the current action's animation has totally finished. For example, while {{SSBB|Mario}}'s [[forward smash]] in ''[[Super Smash Bros. Brawl]]'' takes 56 [[frame]]s to complete execution, the player can interrupt the ending frames and do something else as early as frame 48. For most intents and purposes, this results in the last part of the animation simply being filler, as the player is likely to attack, jump, or simply move as soon as possible. Many attacks have a minor amount of interruptible frames during their [[ending lag]], while [[special move]]s and get-up animations typically do not; some attacks such as [[Marth]]'s or [[Ness]]'s [[down tilt]]s have a significant interruptibility window which allows them to perform another action quite faster than the animation would suggest. | '''Interruptibility''' (also described as '''Interruptible As Soon As''' or '''First Actionable Frame''') refers to the ability to begin a new action before the current action's animation has totally finished. For example, while {{SSBB|Mario}}'s [[forward smash]] in ''[[Super Smash Bros. Brawl]]'' takes 56 [[frame]]s to complete execution, the player can interrupt the ending frames and do something else as early as frame 48. For most intents and purposes, this results in the last part of the animation simply being filler, as the player is likely to attack, jump, or simply move as soon as possible. Many attacks have a minor amount of interruptible frames during their [[ending lag]], while [[special move]]s and get-up animations typically do not; some attacks such as [[Marth]]'s or [[Ness]]'s [[down tilt]]s have a significant interruptibility window which allows them to perform another action quite faster than the animation would suggest. | ||
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