Interruptibility: Difference between revisions

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Tag: Mobile edit
 
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==Overview==
==Overview==
Every attack in the game lasts a certain amount [[frame]]s, though nearly all of them do not have to last the entire duration. If the player performs a new action during the window when the animation can be canceled, the character will snap to the first frame of the new animation. The exact frame the interruption can occur is typically called the '''first actionable frame''' (FAF), with the term '''interruptible as soon as''' (IASA) also being used frequently. For example, while {{SSBB|Mario}}'s [[forward smash]] starting in ''[[Super Smash Bros. Brawl]]''  has an animation that lasts 56 frames in total, the player can perform a new action as early as frame 48, usually denoted as "FAF 48."  
Every attack in the game lasts a certain amount [[frame]]s, though nearly all of them do not have to last the entire duration. If the player performs a new action during the window when the animation can be canceled, the character will snap to the first frame of the new animation. The first exact frame the interruption can occur is typically called the '''first actionable frame''' (FAF), with the term '''interruptible as soon as''' (IASA) also being used frequently. For example, while {{SSBB|Mario}}'s [[forward smash]] starting in ''[[Super Smash Bros. Brawl]]''  has an animation that lasts 56 frames in total, the player can perform a new action as early as frame 48, usually denoted as "FAF 48."  


For most intents and purposes, the interruptible part of an animation is simply seen as 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 significantly faster than the animation would suggest.
For most intents and purposes, the interruptible part of an animation is simply seen as 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 significantly faster than the animation would suggest.
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