Interruptibility: Difference between revisions

m
no edit summary
mNo edit summary
mNo edit summary
Line 1: Line 1:
{{articleIcons|allgames=y}}
{{articleIcons|series=y}}
[[File:Interruptibility_Comparison.gif|thumb|While {{SSBB|Meta Knight}} and {{SSBB|Fox}}'s down tilts both last 26 frames, {{SSBB|Meta Knight}} can cancel his on the 16th frame]]
[[File:Interruptibility_Comparison.gif|thumb|While {{SSBB|Meta Knight}} and {{SSBB|Fox}}'s down tilts both last 26 frames, {{SSBB|Meta Knight}} can cancel his on the 16th frame]]
'''Interruptibility''' refers to the ability to begin a new action before the current action's animation has completely 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. In this case, many players use the phrasing that Mario's forward smash has a '''first actionable frame''' (FAF) of 48, or can be '''interrupted as soon as''' (IASA) 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 significantly faster than the animation would suggest.
'''Interruptibility''' refers to the ability to begin a new action before the current action's animation has completely 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. In this case, many players use the phrasing that Mario's forward smash has a '''first actionable frame''' (FAF) of 48, or can be '''interrupted as soon as''' (IASA) 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 significantly faster than the animation would suggest.
2,661

edits