Interruptibility: Difference between revisions

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In ''[[Super Smash Bros.]]'', interruptibility is not very common, only being used at the ends of some [[taunt]]s and non-final [[neutral attack]]s. ''[[Super Smash Bros. Melee]]'' expanded interruptibility's applications to many attacks, and ''Brawl'' continued the idea as a common mechanic.
In ''[[Super Smash Bros.]]'', interruptibility is not very common, only being used at the ends of some [[taunt]]s and non-final [[neutral attack]]s. ''[[Super Smash Bros. Melee]]'' expanded interruptibility's applications to many attacks, and ''Brawl'' continued the idea as a common mechanic.


It is possible for actions to be interruptible with only certain kinds of actions, such as the case with [[jump cancel]]ling. In ''Melee'', aerials cannot be cancelled with air dodges, while they can be in ''Brawl'' onwards. Most grounded moves (such as most down tilts) can be interrupted with a [[dash]] or jump, but not with some combination of shielding, walking, or turning around. A character stuck in the animation of their aerial will not be able to grab the ledge until it is completely finished, regardless if it can be interrupted much earlier. This is most prominent with {{SSB4|Sheik}}'s forward aerial.
It is possible for actions to be interruptible with only certain kinds of actions, such as the case with [[jump cancel]]ling. In ''Melee'', aerials cannot be cancelled with air dodges, while they can be in ''Brawl'' onwards. Most grounded moves (such as most down tilts) can be interrupted with a [[dash]], jump, or other attacks, but not with some combination of shielding, walking, or turning around. A character stuck in the animation of their aerial will not be able to grab the ledge until it is completely finished, regardless if it can be interrupted much earlier. This is most prominent with {{SSB4|Sheik}}'s forward aerial.


In ''Smash 64'' and ''Melee'', interrupting a delayed [[double jump]] results in [[double jump cancel]]ling. This is no longer possible from ''Brawl'' onwards, as doing so only interrupts the animation of the double jump, not the execution.
In ''Smash 64'' and ''Melee'', interrupting a delayed [[double jump]] results in [[double jump cancel]]ling. This is no longer possible from ''Brawl'' onwards, as doing so only interrupts the animation of the double jump, not the execution.


==Trivia==
==Trivia==
*An older name for the concept of interruptibility is "interruptible as soon as frames", or "'''IASA frames'''", under the premise of describing them with "the attack can be interrupted as soon as frame X". As technical research into ''Brawl'' progressed, the term began falling out of favour due to its wordiness and the implication that it is a property of the frames, when in fact it is a property of the move as a whole. While it has since resurfaced along with a slightly more precise term, "'''FAF'''" ("first actionable frame"), all other fighting games do in fact feature interruptibility, albeit less pronounced and used for the sole purpose of making attack animations less choppy if performed by themselves.
*An older name for the concept of interruptibility is "interruptible as soon as frames", or "'''IASA frames'''", under the premise of describing them with "the attack can be interrupted as soon as frame X". As technical research into ''Brawl'' progressed, the term began falling out of favour due to its wordiness and the implication that it is a property of the frames, when in fact it is a property of the move as a whole. It has since resurfaced along with a slightly more precise term, "'''FAF'''" ("first actionable frame").
**Most other fighting games 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 are.
*{{SSB4|Shulk}} is the only character who can interrupt all aerials with another input during their ending frames, which allows him to act out of his ending-lag heavy aerials.
*{{SSB4|Shulk}} is the only character who can interrupt all aerials with another input during their ending frames, which allows him to act out of his ending-lag heavy aerials.


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