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==Hitlag== | ==Hitlag== | ||
'''Hitlag''', refered to on the [[Dojo]] as "impact stall", is the time | '''Hitlag''', refered to on the [[Dojo]] as "impact stall", is the amount of frames between the time you get hit and when knockback actually occurs. Most hitlags are only a few frames, but some hitlags are quite large, such as [[Samus]]' fully-charged charge shot, and in Brawl, [[Zelda]]'s Lightning Kicks and [[Captain Falcon]]'s [[Knee Smash]]. These attacks has approximately 30 frames of hitlag which is one of the few hitlags that is noticeable in real time. This lag will still affect the attacker even if the attack deals no damage, such as versus [[Mr. Resetti]], stage elements, or a character that is [[invincible]]. In addition, when two similar attacks clash and "clink", or an attack is [[Perfect Shield]]ed, it will produce slightly longer hitlag. | ||
During the hitlag, it is possible to use a technique known as '''Smash DI''', which is where you input a direction during the hitlag, and immediately go in that direction, regardless of the initial knockback direction. It is also possible to perform '''Multiple [[Smash DI]]s''', which is best represented in the [http://www.youtube.com/watch?v=CG1DLooq3Pc Perfect Control] video on Youtube, at about 2:36, and a slower version at about 3:51, during the credits. | |||
Not to be confused with hitlag is '''[[hitstun]]'''. Hitstun is the state which a character goes into immediately after the hitlag. The character cannot do anything during this state. However, in Brawl, one can [[air dodge]] out of it. | |||
Notably, most electric-based attacks cause a decent amount of hitstun and hitlag. | |||
A trivial piece of information is that you can '''Smash DI''' even when frozen with the [[Ice Climber]]'s [[freeze glitch]]. | A trivial piece of information is that you can '''Smash DI''' even when frozen with the [[Ice Climber]]'s [[freeze glitch]]. |