Interruptibility: Difference between revisions

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{{video|comparison of non-interruptible dtilt to this one}}
{{video|comparison of non-interruptible dtilt to this one}}
[[File:MK D-tilt IASA.gif|thumb|{{SSBB|Meta Knight}} interrupts his [[down tilt]] by [[shield]]ing.]]
[[File:MK D-tilt IASA.gif|thumb|{{SSBB|Meta Knight}} interrupts his [[down tilt]] by [[shield]]ing.]]
'''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 ''[[Super Smash Bros. Brawl]]'' takes 56 [[frame]]s to complete execution, the player can interrupt the ending frames and 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''' (also described as '''Interuptable As Soon As''' or '''First Actionable Frame''') refers to the ability to begin a new action before the current action's animation has totally finished. For example, while {{SSBB|Mario}}'s [[forward smash]] in ''[[Super Smash Bros. Brawl]]'' takes 56 [[frame]]s to complete execution, the player can interrupt the ending frames and 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 [[special move]]s and get-up animations typically do not; some attacks such as [[Marth]]'s or [[Ness]]'s [[down tilt]]s have a significant interruptibility window which allows them to perform another action quite faster than the animation would suggest.
 
It is important to note that in terms of [[buffering]] from ''Brawl'' onwards, the window for an input to be buffered is related to interuptibility, and not the entire animation when applicable.


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]], jump, or other attacks, but not with some combination of shielding, walking, or turning around. A character stuck in the animation of their aerial or air dodge 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 and specifically not with others, 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 many 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 or air dodge 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.