Hitlag: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
m (→‎Formula: Specifying what little I know about the player scaling. Haven't worked on this at all recently. Data is still on the talk page if anyone else wants to take a stab at it)
m (→‎Properties: Wanted to mention 64's lack of a cap. During testing I made attacks do ludicrous amounts of damage and got hundreds or thousands of frames of hitlag. This consequently gave a ton of time for SDI, which effectively let the target fly anywhere)
Line 53: Line 53:
==Properties==
==Properties==
*Hitlag has a cap of 20 frames in ''Melee'', and 30 frames (20 for the victim if crouch cancelling) from ''Brawl'' onward.
*Hitlag has a cap of 20 frames in ''Melee'', and 30 frames (20 for the victim if crouch cancelling) from ''Brawl'' onward.
*Hitlag only affects the object that deals the damage; all other game elements (including, interestingly enough, any particle effects the attack generated) are uninterrupted. For example, both [[Captain Falcon]] and his opponent sustain hitlag upon a sweetspotted [[Knee Smash]], while [[Samus]]' movement is not interrupted by a [[Charge Shot]] hitting someone, since it is a projectile not attached to her. Hitlag is also exaggerated if two attacks clash, or if an attack is [[perfect shield]]ed; in the latter case, the attacker suffers from hitlag while the defender receives none.
**Hitlag in ''Smash 64'' has no frame cap, however it is difficult to deal more than 19 frames (by using {{SSB|Samus}}' [[Charge Shot]]) due to the lack of damage multipliers from items like [[Super Mushroom]]s.
*Hitlag only affects the object that deals the damage; all other game elements (including, interestingly enough, any particle effects the attack generated) are uninterrupted. For example, both [[Captain Falcon]] and his opponent sustain hitlag upon a sweetspotted [[Knee Smash]], while [[Samus]]' movement is not interrupted by a Charge Shot hitting someone, since it is a projectile not attached to her. Hitlag is also exaggerated if two attacks clash, or if an attack is [[perfect shield]]ed; in the latter case, the attacker suffers from hitlag while the defender receives none.
*Hitlag affects the attacker as long as the attack connects, even if it deals no damage as a result of hitting opponents with [[invincibility]].
*Hitlag affects the attacker as long as the attack connects, even if it deals no damage as a result of hitting opponents with [[invincibility]].
*If an attack deals no knockback, the target does not experience any hitlag.
*If an attack deals no knockback, the target does not experience any hitlag.
Line 59: Line 60:
**Interestingly, in ''Smash 4'' if a character is hit by an electric attack from another, and either character is affected by slowdown (such as the [[Timer]] item), then the target receives additional hitlag, while the attacker does not. This phenomenon does not occur with non-electric attacks, even those that have a hitlag multiplier.
**Interestingly, in ''Smash 4'' if a character is hit by an electric attack from another, and either character is affected by slowdown (such as the [[Timer]] item), then the target receives additional hitlag, while the attacker does not. This phenomenon does not occur with non-electric attacks, even those that have a hitlag multiplier.


A peculiar aspect of hitlag is how it is handled for [[throw]]s. In ''Smash 64'' and ''Melee'', throws inflict no hitlag when releasing the opponent, but their pre-release hitboxes still do, such as those in [[Captain Falcon]] and [[Link]]'s throws. From ''Brawl'' onward, throws can inflict hitlag on release, which only affects the opponent, effectively adding to their [[hitstun]] and giving the user more time to follow up; this is noticeable for throws such as {{SSB4|Luigi}}'s down throw in ''Smash 4'', and {{SSBU|Pikachu}}'s down throw in ''Ultimate''. However, hitlag remains manually disabled for the vast majority of throws' releases, especially in latter games (to the point ''Ultimate'' only has it on {{SSBU|Mythra}}, Pikachu, and {{SSBU|Pyra}}'s down throws), leaving it as an uncommon advantage. In ''Ultimate'', certain throws that lack hitboxes use an effect similar to hitlag before releasing the opponent, such as {{SSBU|Marth}}'s forward, back, and down throws; however, this effect has a set duration specific to each throw, and affects both the user and victim and makes the victim [[invincible]] alongside the user's natural throw invincibility.
A peculiar aspect of hitlag is how it is handled for [[throw]]s. In ''Smash 64'' and ''Melee'', throws inflict no hitlag when releasing the opponent, but their pre-release hitboxes still do, such as those in Captain Falcon and [[Link]]'s throws. From ''Brawl'' onward, throws can inflict hitlag on release, which only affects the opponent, effectively adding to their [[hitstun]] and giving the user more time to follow up; this is noticeable for throws such as {{SSB4|Luigi}}'s down throw in ''Smash 4'', and {{SSBU|Pikachu}}'s down throw in ''Ultimate''. However, hitlag remains manually disabled for the vast majority of throws' releases, especially in latter games (to the point ''Ultimate'' only has it on {{SSBU|Mythra}}, Pikachu, and {{SSBU|Pyra}}'s down throws), leaving it as an uncommon advantage. In ''Ultimate'', certain throws that lack hitboxes use an effect similar to hitlag before releasing the opponent, such as {{SSBU|Marth}}'s forward, back, and down throws; however, this effect has a set duration specific to each throw, and affects both the user and victim and makes the victim [[invincible]] alongside the user's natural throw invincibility.


As characters originating from other fighting game series, {{SSBU|Ryu}}, {{SSBU|Ken}}, and {{SSBU|Kazuya}} have pronounced hitlag multipliers throughout a major part of their movesets, referencing the hitlag mechanics of their respective games. Ryu and Ken inflict above-average hitlag, with a multiplier of 1.5× for most attacks (1.8× for {{SSB4|Ryu}} in ''Smash 4''), while Kazuya's is below-average, with multipliers from 0.2× to 0.6× for most attacks. Notably, {{SSBU|Terry}} does not have such a distinction.
As characters originating from other fighting game series, {{SSBU|Ryu}}, {{SSBU|Ken}}, and {{SSBU|Kazuya}} have pronounced hitlag multipliers throughout a major part of their movesets, referencing the hitlag mechanics of their respective games. Ryu and Ken inflict above-average hitlag, with a multiplier of 1.5× for most attacks (1.8× for {{SSB4|Ryu}} in ''Smash 4''), while Kazuya's is below-average, with multipliers from 0.2× to 0.6× for most attacks. Notably, {{SSBU|Terry}} does not have such a distinction.