Interruptibility: Difference between revisions

→‎Trivia: Removing section: The one item here isn't really trivia, nor does it bear much relevance to the subject. If anything, it belongs more in the body of the article.
mNo edit summary
(→‎Trivia: Removing section: The one item here isn't really trivia, nor does it bear much relevance to the subject. If anything, it belongs more in the body of the article.)
Line 16: Line 16:


If a fighter is holding an [[Assist Trophy]], all forms of interruptibility are temporarily disabled until the fighter uses the Assist Trophy or drops it. This extends to all attacks, all landing animations, special moves, airdodges and even [[hitstun]] animations, which tend to last for longer than the hitstun itself, effectively making hitstun greater than usual, although oddly [[hitstun cancelling]] still works as normal.
If a fighter is holding an [[Assist Trophy]], all forms of interruptibility are temporarily disabled until the fighter uses the Assist Trophy or drops it. This extends to all attacks, all landing animations, special moves, airdodges and even [[hitstun]] animations, which tend to last for longer than the hitstun itself, effectively making hitstun greater than usual, although oddly [[hitstun cancelling]] still works as normal.
==Trivia==
*Most other fighting games also feature interruptibility, but extra frames are used for the sole purpose of making attack animations less choppy if performed by themselves, and are not as useful for throwing opponents off with deceptively fast moves. These extra frames are also not subject to any restrictions like moves in the ''Super Smash Bros.'' series can be.


==External links==
==External links==