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Interruptibility: Difference between revisions

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'''Interruptibility''', also known as '''Interruptible as soon as frames''', abbreviated "'''IASA frames'''," are a set of [[frame]]s that occur during the final period of certain [[attack]]s and other actions, during which a [[character]] may immediately launch into a new attack or action without having to wait for the [[lag|cool down]] animation to finish. Hence, the attack or action is "interruptible (with a new action) as soon as" this set of frames begins. IASA frames occur in all three ''[[Super Smash Bros. (universe)|Super Smash Bros]]'' games.


Of particular note is [[Pichu]]'s right facing [[taunt]], the animation for which lasts 100 frames, but can be interrupted with another action after only 60 frames. Hence, the taunt has 40 IASA frames. In the case of attacks, IASA frames usually occur after [[hitbox]]es disappear, but before the cool down animation finishes. In ''[[Melee]]'', for example, [[Marth (SSBM)|Marth]]'s [[down tilt]] involves poking forward with his sword, which produces a hitbox, then retracting the sword, which takes a significant amount of time. Since IASA frames begin during the retracting animation, Marth can interrupt this animation with another action, such as a second down tilt. In [[tournament]] level play, [[Princess Peach (SSBM)|Princess Peach]]'s [[Princess Peach (SSBM)#Vidjo-dropping and Vidjo-canceling|Vidjo-cancel and Vidjo-drop]] techniques make use of IASA frames.
'''Interruptibility''' is the ability to begin a new action even though the current action's animation has not yet finished. For example, while {{SSBB|Mario}}'s [[forward smash]] in [[Brawl]] takes 56 [[frame]]s to execute, but the player can do something else as early as 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 in general [[special move]]s and get-up animations do not; some attacks such as [[Marth]]'s or [[Ness]]'s [[down tilt]]s have a significant interruptibility window which allows them to follow up the attack much faster than the animation would suggest.


''[[Brawl]]'' introduced the concept of "selective IASA", whereby some attacks can only be interrupted by specific other actions, and the initial may partially continue at the same time. This prevents [[double jump cancel]]ling, among other things.
In [[SSB]], interruptibility is not very common, generally only being used at the ends of some [[taunt]]s and non-final [[neutral attack]]s. [[Melee]] expanded interruptibility's applications to many attacks.
 
It is possible for actions to be interruptible with only certain kinds of actions, such as the case with [[jump cancel]]ling.
 
In SSB and Melee, interrupting a delayed [[double jump]] results in [[double jump cancel]]ling. Brawl disables this by only interrupting the animation of the double jump, not the execution.


==External links==
==External links==
*[http://www.youtube.com/watch?v=n2hZ36hogiA An example of IASA frames in the original Super Smash Bros.]
*[http://www.youtube.com/watch?v=n2hZ36hogiA An example of interrupting taunts in the original Super Smash Bros.]


[[Category:Terms]]
[[Category:Terms]]

Revision as of 11:24, November 6, 2012

Interruptibility is the ability to begin a new action even though the current action's animation has not yet finished. For example, while Mario's forward smash in Brawl takes 56 frames to execute, but the player can do something else as early as 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 in general special moves and get-up animations do not; some attacks such as Marth's or Ness's down tilts have a significant interruptibility window which allows them to follow up the attack much faster than the animation would suggest.

In SSB, interruptibility is not very common, generally only being used at the ends of some taunts and non-final neutral attacks. Melee expanded interruptibility's applications to many attacks.

It is possible for actions to be interruptible with only certain kinds of actions, such as the case with jump cancelling.

In SSB and Melee, interrupting a delayed double jump results in double jump cancelling. Brawl disables this by only interrupting the animation of the double jump, not the execution.

External links