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{{ArticleIcons|series=y|unofficial=y}} | {{ArticleIcons|series=y|unofficial=y}} | ||
:''Not to be confused with [[hitstun]].'' | :''Not to be confused with [[hitstun]].'' | ||
[[File:Wolf F-tilt Freeze Frames.gif|thumb | [[File:Wolf F-tilt Freeze Frames.gif|thumb|240px|An example of hitlag in the first hitbox of {{SSBB|Wolf}}'s forward tilt.]] | ||
'''Hitlag''' (also known as '''hitstop''' or '''freeze frames''', and officially known as '''hitstun''' in ''Super Smash Bros. Ultimate''<ref>https://en-americas-support.nintendo.com/app/answers/detail/a_id/43317</ref><ref>Although officially the term "hitstun" refers to hitlag, the community term of the same name refers to [[hitstun|a different mechanic]].</ref>) is a phenomenon that appears in all games of the ''{{b|Super Smash Bros.|series}}'' series, which involves [[attack]]s freezing the victim and (generally) the user in place for a certain amount of time when they hit. | '''Hitlag''' (also known as '''hitstop''' or '''freeze frames''', and officially known as '''hitstun''' in ''Super Smash Bros. Ultimate''<ref>https://en-americas-support.nintendo.com/app/answers/detail/a_id/43317</ref><ref>Although officially the term "hitstun" refers to hitlag, the community term of the same name refers to [[hitstun|a different mechanic]].</ref>) is a phenomenon that appears in all games of the ''{{b|Super Smash Bros.|series}}'' series, which involves [[attack]]s freezing the victim and (generally) the user in place for a certain amount of time when they hit. | ||
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*In ''[[Super Smash Bros.]]'', it is <code>⌊⌊⌊d/3 + 4⌋ * e⌋ * c⌋</code> in the Japanese version, and <code>⌊⌊⌊d/3 + 5⌋ * e⌋ * c⌋</code> in international versions. | *In ''[[Super Smash Bros.]]'', it is <code>⌊⌊⌊d/3 + 4⌋ * e⌋ * c⌋</code> in the Japanese version, and <code>⌊⌊⌊d/3 + 5⌋ * e⌋ * c⌋</code> in international versions. | ||
*In ''[[Super Smash Bros. Melee]]'', it is <code>⌊⌊⌊d/3 + 3⌋ * e⌋ * c⌋</code> | *In ''[[Super Smash Bros. Melee]]'', it is <code>⌊⌊⌊d/3 + 3⌋ * e⌋ * c⌋</code> | ||
*In ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'', it is <code>⌊⌊(d * 0.3846154<!--it is stored as a 0.3846154 multiplier in battle_object.bin; it does not divide by 2.6--> + 5) * h * e⌋ * c⌋</code> | *In ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'', it is <code>⌊⌊(d * 0.3846154<!--it is stored as a 0.3846154 multiplier in battle_object.bin; it does not divide by 2.6--> + 5) * h * e⌋ * c⌋</code>. | ||
*In ''[[Super Smash Bros. Ultimate]]'', it is <code>⌊⌊⌊(d * 0.65 + 6) * h * e * s⌋ * p⌋ * c⌋</code> | *In ''[[Super Smash Bros. Ultimate]]'', it is <code>⌊⌊⌊(d * 0.65 + 6) * h * e * s⌋ * p⌋ * c⌋</code> | ||
**When [[spirit]]s are enabled in the [[Rules]] and the above formula exceeds 15 frames (10 when crouch cancelling), it is <code>⌊⌊⌊⌊(d * 0.65 + 6) * h * e * s⌋ * 0.3 + 10.5⌋ * p⌋ * c⌋</code><ref group="note">This formula is used even if no spirits are used. In [[Training Mode]], after version {{SSBU|3.0.0}}, this formula is only applied when a spirit is used.</ref> | **When [[spirit]]s are enabled in the [[Rules]] and the above formula exceeds 15 frames (10 when crouch cancelling), it is <code>⌊⌊⌊⌊(d * 0.65 + 6) * h * e * s⌋ * 0.3 + 10.5⌋ * p⌋ * c⌋</code><ref group="note">This formula is used even if no spirits are used. In [[Training Mode]], after version {{SSBU|3.0.0}}, this formula is only applied when a spirit is used.</ref> | ||
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*'''s''', shielding; 0.67× | *'''s''', shielding; 0.67× | ||
**Hitlag multipliers less than 1× are ignored if shielding. This is especially noticeable for moves such as {{SSBU|Cloud}}'s [[Limit Break|Limit]] [[Cross Slash]], which normally uses a hitlag multiplier of 0.3× for its linking hits; the move's hits transition considerably slower if it hits a shield. However, the electric effect's multiplier is still taken into account, which effectively raises the final multiplier to 1.005×, causing projectiles such as [[Thunder Jolt]] to be safer on shield than usual. | **Hitlag multipliers less than 1× are ignored if shielding. This is especially noticeable for moves such as {{SSBU|Cloud}}'s [[Limit Break|Limit]] [[Cross Slash]], which normally uses a hitlag multiplier of 0.3× for its linking hits; the move's hits transition considerably slower if it hits a shield. However, the electric effect's multiplier is still taken into account, which effectively raises the final multiplier to 1.005×, causing projectiles such as [[Thunder Jolt]] to be safer on shield than usual. | ||
*'''p''', based on player count; values are listed in the table below. The exact value is based on the prior hitlag frames, scaling from almost no change below 10 frames to the listed values at 30 frames. The formula for scaling is currently unknown. | *'''p''', based on player count; values are listed in the table below. The exact value is based on the prior hitlag frames, scaling from almost no change below 10 frames to the listed values at 30 frames. The formula for scaling is a second-degree polynomial (following the form ax<sup>2</sup>+bx+c), but the exact formula is currently unknown. | ||
**Does not affect fighters hit with projectiles. | **Does not affect fighters hit with projectiles. | ||
**Based on the number of players at the start of the match. | **Based on the number of players at the start of the match. | ||
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==Properties== | ==Properties== | ||
*Hitlag has a cap of 20 frames in ''Melee'', and 30 frames (20 for the victim if crouch cancelling) from ''Brawl'' onward. | *Hitlag has a cap of 20 frames in ''Melee'', and 30 frames (20 for the victim if crouch cancelling) from ''Brawl'' onward. | ||
*Hitlag only affects the object that deals the damage; all other game elements (including, interestingly enough, any particle effects the attack generated) are uninterrupted. For example, both [[Captain Falcon]] and his opponent sustain hitlag upon a sweetspotted [[Knee Smash]], while [[Samus]]' movement is not interrupted by a | **Hitlag in ''Smash 64'' has no frame cap, however it is difficult to deal more than 19 frames (by using {{SSB|Samus}}' [[Charge Shot]]) due to the lack of damage multipliers from items like [[Super Mushroom]]s. | ||
*Hitlag only affects the object that deals the damage; all other game elements (including, interestingly enough, any particle effects the attack generated) are uninterrupted. For example, both [[Captain Falcon]] and his opponent sustain hitlag upon a sweetspotted [[Knee Smash]], while [[Samus]]' movement is not interrupted by a Charge Shot hitting someone, since it is a projectile not attached to her. Hitlag is also exaggerated if two attacks clash, or if an attack is [[perfect shield]]ed; in the latter case, the attacker suffers from hitlag while the defender receives none. | |||
*Hitlag affects the attacker as long as the attack connects, even if it deals no damage as a result of hitting opponents with [[invincibility]]. | *Hitlag affects the attacker as long as the attack connects, even if it deals no damage as a result of hitting opponents with [[invincibility]]. | ||
*If an attack deals no knockback, the target does not experience any hitlag. | *If an attack deals no knockback, the target does not experience any hitlag. | ||
*If the attack deals no damage, hitlag is always zero. Additionally in ''Brawl'', a special sound effect plays. | |||
*Attacks with the [[electric]] effect uniquely increase the amount of hitlag, multiplying its duration in frames by 1.5 (rounded down), which stacks with the hitlag multiplier that the move otherwise has. For example, an electric attack with a hitlag multiplier of 1.2 deals 1.8 times the amount of hitlag. | *Attacks with the [[electric]] effect uniquely increase the amount of hitlag, multiplying its duration in frames by 1.5 (rounded down), which stacks with the hitlag multiplier that the move otherwise has. For example, an electric attack with a hitlag multiplier of 1.2 deals 1.8 times the amount of hitlag. | ||
**Interestingly, in ''Smash 4'' if a character is hit by an electric attack from another, and either character is affected by slowdown (such as the [[Timer]] item), then the target receives additional hitlag, while the attacker does not. This phenomenon does not occur with non-electric attacks, even those that have a hitlag multiplier. | **Interestingly, in ''Smash 4'' if a character is hit by an electric attack from another, and either character is affected by slowdown (such as the [[Timer]] item), then the target receives additional hitlag, while the attacker does not. This phenomenon does not occur with non-electric attacks, even those that have a hitlag multiplier. | ||
A peculiar aspect of hitlag is how it is handled for [[throw]]s. In ''Smash 64'' and ''Melee'', throws inflict no hitlag when releasing the opponent, but their pre-release hitboxes still do, such as those in | A peculiar aspect of hitlag is how it is handled for [[throw]]s. In ''Smash 64'' and ''Melee'', throws inflict no hitlag when releasing the opponent, but their pre-release hitboxes still do, such as those in Captain Falcon and [[Link]]'s throws. From ''Brawl'' onward, throws can inflict hitlag on release, which only affects the opponent, effectively adding to their [[hitstun]] and giving the user more time to follow up; this is noticeable for throws such as {{SSB4|Luigi}}'s down throw in ''Smash 4'', and {{SSBU|Pikachu}}'s down throw in ''Ultimate''. However, hitlag remains manually disabled for the vast majority of throws' releases, especially in latter games (to the point ''Ultimate'' only has it on {{SSBU|Mythra}}, Pikachu, and {{SSBU|Pyra}}'s down throws), leaving it as an uncommon advantage. In ''Ultimate'', certain throws that lack hitboxes use an effect similar to hitlag before releasing the opponent, such as {{SSBU|Marth}}'s forward, back, and down throws; however, this effect has a set duration specific to each throw, and affects both the user and victim and makes the victim [[invincible]] alongside the user's natural throw invincibility. | ||
As characters originating from other fighting game series, {{SSBU|Ryu}}, {{SSBU|Ken}}, and {{SSBU|Kazuya}} have pronounced hitlag multipliers throughout a major part of their movesets, referencing the hitlag mechanics of their respective games. Ryu and Ken inflict above-average hitlag, with a multiplier of 1.5× for most attacks (1.8× for {{SSB4|Ryu}} in ''Smash 4''), while Kazuya's is below-average, with multipliers from 0.2× to 0.6× for most attacks. Notably, {{SSBU|Terry}} does not have such a distinction. | As characters originating from other fighting game series, {{SSBU|Ryu}}, {{SSBU|Ken}}, and {{SSBU|Kazuya}} have pronounced hitlag multipliers throughout a major part of their movesets, referencing the hitlag mechanics of their respective games. Ryu and Ken inflict above-average hitlag, with a multiplier of 1.5× for most attacks (1.8× for {{SSB4|Ryu}} in ''Smash 4''), while Kazuya's is below-average, with multipliers from 0.2× to 0.6× for most attacks. Notably, {{SSBU|Terry}} does not have such a distinction. | ||
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==External links== | ==External links== | ||
*[http://www.sourcegaming.info/2015/11/11/thoughts-on-hitstop-sakurais-famitsu-column-vol-490-1/ "Thinking About Hitstop"], an article translated by SourceGaming from [[Masahiro Sakurai]]'s ''Famitsu'' column, Volume 490-1 | *[http://www.sourcegaming.info/2015/11/11/thoughts-on-hitstop-sakurais-famitsu-column-vol-490-1/ "Thinking About Hitstop"], an article translated by SourceGaming from [[Masahiro Sakurai]]'s ''Famitsu'' column, Volume 490-1 | ||
*[https://www.youtube.com/watch?v=OdVkEOzdCPw "Stop for Big Moments!"], a video by Masahiro Sakurai explaining the function and effects of hitlag. | |||
*[https://www.youtube.com/watch?v=tycbMSjDDLg "Eight Hit Stop Techniques"], a video by Masahiro Sakurai explaining specific details about hitlag in ''Super Smash Bros. Ultimate''. | |||
==References/notes== | ==References/notes== | ||
{{reflist}} | {{reflist}} | ||
[[Category:Game physics]] | [[Category:Game physics]] |