Stun Jacket: Difference between revisions

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'''Stun Jacket''' is a [[glitch]] in which stored hitlag, resulting from a missed [[counterattack]], is applied to the next attack. This glitch was first introduced in ''[[Super Smash Bros. Brawl]]'', and has since reappeared in ''[[Super Smash Bros. 4]]'' and briefly appeared in ''[[Super Smash Bros. Ultimate]]'' before being removed in version 3.0.0.
'''Stun Jacket''' is a [[glitch]] that in which stored hitlag, resulting from a missed [[counterattack]], is applied to the next attack. This glitch was first introduced in ''[[Super Smash Bros. Brawl]]'', and has since returned in the subsequent games.


==Mechanic==
==Overview==
When a move with a disjointed hitbox is countered, but the counterattack doesn't connect, the 16 frames of hitlag are "stored". This is due to the game registering that the opponent has yet to recieve the hitlag due to the counterattack not landing, and will apply them in the next attack. However, the hitlag is non-additive; any attack that normally has less that 16 frames will apply said amount. For moves that have more than 16 frames, the hitlag is unchanged.
A Stun Jacket can be performed by characters with a [[Counterattack]], with the exception of [[Bayonetta]], [[Corrin]], [[Little Mac]], [[Lucario]], and [[Shulk]]. When a move is successfully countered, but the counterattack does not connect with the opponent, the roughly 16 frames of [[hitlag]] that would have activated if the counter hit is stored or "worn" on the opponent. The next time the opponent is hit, they will receive those 16 frames of hitlag, making them vulnerable to follow up attacks. This is due to the game registering that the opponent has yet to receive the hitlag due to the counterattack not landing, and will apply them in the next attack. The hitlag is non-additive, which means that any attack that normally has less than 16 frames will now apply said amount. However, for moves that have more than 16 frames, the hitlag is unchanged. If the opponent is shielding while Stun Jacket is activated 16 frames of [[shieldstun]] will be applied instead. Interestingly, Stun Jacket also applies to grabs and pummels, but doing so is not recommended as the hitlag will end before the fighter can follow up with anything substantial. Due to Stun Jacket's properties, it is possible for moves that usually have no combo potential to be able to lead into potential true combos.


All characters that possess a counter (except for [[Corrin]], [[Little Mac]], [[Lucario]], and [[Shulk]]) can make use of Stun Jacket, provided that the miss the counterattack from a move with a disjointed hitbox, barring attacks that involve swords, and projectiles.
==Examples of moves that trigger Stun Jacket==
 
==Moves that trigger Stun Jacket==
{{incomplete|More data on moves that can trigger Stun}}
{{incomplete|More data on moves that can trigger Stun}}
{|class="wikitable sortable"
!Fighter||Move||Notes
|-
|[[Bayonetta]]
|[[Bullet Arts]]
|
|-
|[[Falco]]
|[[Reflector (Falco)|Reflector]]
|
|-
|[[Ike]]
|[[Aether]]
|while separate from himself
|-
|[[Jigglypuff]]
|[[Sing]]
|
|-
|[[Robin]]
|Down smash
|2nd hit w/ Levin Sword
|-
|[[Villager]]
|Down smash
|
|-
|[[Zelda]]
|[[Nayru's Love]]
|
|-
|[[Zero Suit Samus]]
|Down smash
|
|}


*[[Bayonetta]]
** [[Bullet Arts]] (as of ''Ultimate'' update 3.0.0., this is no longer the case)
** All smash attacks (Madama Butterfly's hitboxes)
* [[Falco]]
** [[Falco|Reflector]]
* [[Ike]]
** [[Aether]] (while seperate from himself)
* [[Robin]]
** Down smash (2nd hit w/ Levin Sword)
* [[Villager]]
** Down smash
* [[Zelda]]
** [[Nayru's Love]]
* [[Zero Suit Samus]]
** Down smash


[[Category:Unofficial lingo]]
[[Category:Unofficial lingo]]
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