Hitlag: Difference between revisions

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Once the hitlag has passed, both sides resume action. During hitlag, defending characters are capable of performing [[smash directional influence]] to get out of combos or multi-hit moves, or to increase their chance for survival.
Once the hitlag has passed, both sides resume action. During hitlag, defending characters are capable of performing [[smash directional influence]] to get out of combos or multi-hit moves, or to increase their chance for survival.


In several other fighting games, the amount of hitlag frames often dictate the attack level of connecting attacks (ranging from light-to-heavy; the the more frames there are, the heavier the attack in question is). Normally, hitlag in all other cases sells impact on an attack upon connecting, as well allowing for time to transition into another attack via cancel if there exist one, or at least plan the next action.
In several other fighting games, the amount of hitlag frames often dictate the attack level of connecting attacks (ranging from light-to-heavy; the more frames there are, the heavier the attack in question is which are factors often completely independent of damage inflicted). Normally, hitlag in all other cases sells impact on an attack upon connecting, as well allowing for time to transition into another attack via cancel if there exist one, or at least plan the next action.
==Formula==
==Formula==
The formula for calculating the number of frames of hitlag experienced by both the attacker and victim has been different for most of the games:
The formula for calculating the number of frames of hitlag experienced by both the attacker and victim has been different for most of the games:
2,443

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