Super Smash Bros.
Super Smash Bros. Melee
Super Smash Bros. Brawl
Super Smash Bros. 4
Super Smash Bros. Ultimate
This article's title is unofficial.

Interruptibility: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
(rewite, cut out vast swaths of stuff that isn't really that important)
No edit summary
Line 1: Line 1:
{{articleIcons|allgames=y|unofficial=y}}
{{articleIcons|allgames=y|unofficial=y}}


'''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.
'''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.


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.
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.
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.
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 interrupting taunts 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 14:48, November 17, 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