Editing Hitlag
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:''Not to be confused with [[hitstun]].'' | :''Not to be confused with [[hitstun]].'' | ||
[[File:Wolf F-tilt Freeze Frames.gif|thumb|240px|An example of hitlag in the first hitbox of {{SSBB|Wolf}}'s forward tilt.]] | [[File:Wolf F-tilt Freeze Frames.gif|thumb|right|240px|An example of hitlag in the first hitbox of {{SSBB|Wolf}}'s forward tilt.]] | ||
'''Hitlag''' (also known as '''hitstop''' or '''freeze frames''', and officially known as '''hitstun' | '''Hitlag''' (also known as '''hitstop''' or '''freeze frames''', and officially known as '''hitstun'''<ref>https://en-americas-support.nintendo.com/app/answers/detail/a_id/43317</ref><ref>Although officially the term "hitstun" refers to hitlag, the community term of the same name refers to [[hitstun|a different mechanic]].</ref>) is a phenomenon that appears in all games of the ''{{b|Super Smash Bros.|series}}'' series whereby a [[character]] will freeze for a period of time after connecting with an [[attack]]. | ||
If successful with most attacks, both the attacker and target are frozen in | If successful with most attacks, both the attacker and target are frozen in time for a number of [[frames]]. This causes the attack to get "stuck" out longer than it would if it had not hit anything, while the target has a short time to react before the [[knockback]] occurs. This is most easily noticed in multi-hit attacks such as [[Yoshi]]'s [[down aerial]]; the attack takes less time to finish if it does not hit anything. | ||
Once hitlag has passed, both sides resume action. During hitlag, defending characters are capable of performing [[smash directional influence]] to get out of combos or multi-hit moves, or to increase their chance for survival. | Once the hitlag has passed, both sides resume action. During hitlag, defending characters are capable of performing [[smash directional influence]] to get out of combos or multi-hit moves, or to increase their chance for survival. | ||
In several other fighting games, the amount of hitlag frames often dictate the attack level of connecting attacks, ranging from light-to-heavy; the more frames there are, the heavier the attack in question is (factors often completely independent of damage inflicted). Hitlag often times allows for a window to transition into another attack via cancel if there exists such a window, or at least plan the next action both in the attacker's case (though as aforementioned solely in the case ''Smash'', smash DI is an action the victim can utilize). | |||
Hitlag serves two primary functions. The first is a visual indicator that an attack connects. The brief moment where both fighters freeze allows both players to plan their next moves. The second is to sell the impact of a move whenever it connects. Strong attacks with high hitlag feel like they have weight and power behind them when the freeze happens. | |||
==Formula== | ==Formula== | ||
The formula for calculating the number of frames of hitlag experienced by both the attacker and victim has been different for most of the games (<code>⌊x⌋</code> means to round down): | The formula for calculating the number of frames of hitlag experienced by both the attacker and victim has been different for most of the games (<code>⌊x⌋</code> means to round down): | ||
*In ''[[Super Smash Bros.]]'', it is <code>⌊⌊⌊d/3 + 4⌋ * e⌋ * c⌋</code> | *In ''[[Super Smash Bros.]]'', it is <code>⌊⌊⌊d/3 + 4⌋ * e⌋ * c⌋</code> (NTSC-J) / <code>⌊⌊⌊d/3 + 5⌋ * e⌋ * c⌋</code> (International) | ||
*In ''[[Super Smash Bros. Melee]]'', it is <code>⌊⌊⌊d/3 + 3⌋ * e⌋ * c⌋</code> | *In ''[[Super Smash Bros. Melee]]'', it is <code>⌊⌊⌊d/3 + 3⌋ * e⌋ * c⌋</code> | ||
*In ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'', it is <code>⌊⌊(d * 0.3846154<!--it is stored as a 0.3846154 multiplier in battle_object.bin; it does not divide by 2.6--> + 5) * h * e⌋ * c⌋</code> | *In ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'', it is <code>⌊⌊(d * 0.3846154<!--it is stored as a 0.3846154 multiplier in battle_object.bin; it does not divide by 2.6--> + 5) * h * e⌋ * c⌋</code> | ||
*In ''[[Super Smash Bros. Ultimate]]'', it is <code> | *In ''[[Super Smash Bros. Ultimate]]'', it is <code>⌊⌊(d * 0.65 + 6) * h * e * s⌋ * c⌋ * p</code> | ||
**When [[spirit]]s are enabled in the [[Rules]] and the above formula exceeds 15 frames (10 when crouch cancelling), it is <code> | **When [[spirit]]s are enabled in the [[Rules]] and the above formula exceeds 15 frames (10 when crouch cancelling), it is <code>⌊⌊⌊(d * 0.65 + 6) * h * e * s⌋ * 0.3 + 10.5⌋ * c⌋ * p</code><ref group="note">This formula is used even if no spirits are used. In [[Training Mode]], after version {{SSBU|3.0.0}}, this formula is only applied when a spirit is used.</ref> | ||
The values correspond to the following (all apply to both the attacker and victim unless stated otherwise): | The values correspond to the following (all apply to both the attacker and victim unless stated otherwise): | ||
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**[[Stale move negation|Stale/fresh]] damage, [[equipment]], spirits, etc. are factored. The [[1v1 multiplier]] and [[shield damage]] are not factored. | **[[Stale move negation|Stale/fresh]] damage, [[equipment]], spirits, etc. are factored. The [[1v1 multiplier]] and [[shield damage]] are not factored. | ||
*'''e''', [[electric]] effect; 1.5× (for the victim only in ''Melee'', and for both the attacker and victim in every other game) | *'''e''', [[electric]] effect; 1.5× (for the victim only in ''Melee'', and for both the attacker and victim in every other game) | ||
*'''c''', [[crouch cancel]]ing; 0.666667× in ''Melee'' and 0.67× in ''Brawl'' onward ( | *'''c''', [[crouch cancel]]ing; 0.666667× in ''Melee'' and 0.67× in ''Brawl'' onward (applied to the victim only in all games) | ||
*'''h''', hitlag multiplier; defined by every hitbox and defaults to 1× | *'''h''', hitlag multiplier; defined by every hitbox and defaults to 1× | ||
**For example, the majority of [[Marth]]'s attacks have a hitlag multiplier of 1.25× if the [[tipper]] connects, and 0.7× otherwise. | **For example, the majority of [[Marth]]'s attacks have a hitlag multiplier of 1.25× if the [[tipper]] connects, and 0.7× otherwise. | ||
**Some moves are coded to deal no hitlag at all, either by being given a hitlag multiplier of 0× | **Some moves are coded to deal no hitlag at all, either by being given a hitlag multiplier of 0× or using a special parameter that disables hitlag when turned on. Examples of such moves are [[Bowser Bomb]] in ''Brawl'' and {{SSB4|Falco}}'s {{b|Reflector|Falco}} in ''Smash 4''. | ||
***In ''Brawl'' and ''Smash 4'' prior to version [[1.1.0]], [[shield]]ing opponents were not affected by these hitlag multipliers; therefore, moves with below-average multipliers were safer on shield, while those with above-average multipliers were less safe, as the attacker experienced less or more hitlag (respectively) than the shield user. Beginning in version 1.1.0 of ''Smash 4'', shields are properly affected by hitlag multipliers, therefore removing the difference in shield safety caused by them. | ***In ''Brawl'' and ''Smash 4'' prior to version [[1.1.0]], [[shield]]ing opponents were not affected by these hitlag multipliers; therefore, moves with below-average multipliers were safer on shield, while those with above-average multipliers were less safe, as the attacker experienced less or more hitlag (respectively) than the shield user. Beginning in version 1.1.0 of ''Smash 4'', shields are properly affected by hitlag multipliers, therefore removing the difference in shield safety caused by them. | ||
****In ''Smash 4'', starting in version 1.1.0, if the hitlag multiplier of a move is higher than 1×, it is multiplied by 0.8× if it hits a shield, though without dropping below 1×. For example, the 1.25× hitlag multiplier of Marth's tippers is reduced to 1× if they are shielded. This applies only to the attacker in 1.1.0, and to both the attacker and victim from [[1.1.1]] onward. As a result, in the former case, moves with above-average hitlag are effectively safer on shield, while in the latter case, shielding them merely reduces the usual hitlag period. | ****In ''Smash 4'', starting in version 1.1.0, if the hitlag multiplier of a move is higher than 1×, it is multiplied by 0.8× if it hits a shield, though without dropping below 1×. For example, the 1.25× hitlag multiplier of Marth's tippers is reduced to 1× if they are shielded. This applies only to the attacker in 1.1.0, and to both the attacker and victim from [[1.1.1]] onward. As a result, in the former case, moves with above-average hitlag are effectively safer on shield, while in the latter case, shielding them merely reduces the usual hitlag period. | ||
*'''s''', shielding; 0.67× | *'''s''', shielding; 0.67× | ||
**Hitlag multipliers less than 1× are ignored if shielding. This is especially noticeable for moves such as {{SSBU|Cloud}}'s [[Limit Break|Limit]] [[Cross Slash]], which normally uses a hitlag multiplier of 0.3× for its linking hits; the move's hits transition considerably slower if it hits a shield | **Hitlag multipliers less than 1× are ignored if shielding. This is especially noticeable for moves such as {{SSBU|Cloud}}'s [[Limit Break|Limit]] [[Cross Slash]], which normally uses a hitlag multiplier of 0.3× for its linking hits; the move's hits transition considerably slower if it hits a shield. | ||
*'''p''', based on player count | *'''p''', based on player count: | ||
:{|class="wikitable" | :{|class="wikitable" | ||
!Players||style="width:4em"|2||style="width:4em"|3||style="width:4em"|4||style="width:4em"|5||style="width:4em"|6||style="width:4em"|7||style="width:4em"|8 | !Players||style="width:4em"|2||style="width:4em"|3||style="width:4em"|4||style="width:4em"|5||style="width:4em"|6||style="width:4em"|7||style="width:4em"|8 | ||
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As shown by the formulas, the general amount of hitlag on moves is at its lowest in ''Melee'', and has since increased throughout the series, with ''Ultimate'' having the most hitlag. In all games, hitlag is higher the more damage a move deals | As shown by the formulas, the general amount of hitlag on moves is at its lowest in ''Melee'', and has since increased throughout the series, with ''Ultimate'' having the most hitlag. In all games, hitlag is higher the more damage a move deals. For example, weak attacks such as [[Mario]]'s [[jab]] have minimal hitlag, but the hitlag of strong or {{b|sweetspot|hitbox}}ed attacks can last much longer; up to a maximum of 20 frames in ''Melee'', and 30 frames (20 for the victim if crouch cancelling) from ''Brawl'' onward. In addition, ''Brawl'' introduced the mechanic of hitlag modifiers, causing variance in the hitlag duration of attacks; this is in contrast to ''Melee'' and ''Smash 64'', where the duration of hitlag was predictable. | ||
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 affects the attacker as long as the attack connects, even if it deals no damage as a result of hitting opponents with [[invincibility]]. 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. Additionally, if an attack deals no knockback, the target does not experience any hitlag. | |||
Attacks with the [[electric]] effect are unique in that they increase the amount of hitlag, multiplying the number of frames by 1.5 (rounded down), which stacks with the hitlag multiplier that the move otherwise has (for example, an electric attack with a hitlag multiplier of 1.2 deals 1.8 times the amount of hitlag). 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. | |||
===Notes=== | ===Notes=== | ||
<references group="note"/> | <references group="note"/> | ||
==External links== | ==External links== | ||
*[http://www.sourcegaming.info/2015/11/11/thoughts-on-hitstop-sakurais-famitsu-column-vol-490-1/ "Thinking About Hitstop"], an article translated by SourceGaming from [[Masahiro Sakurai]]'s ''Famitsu'' column, Volume 490-1 | *[http://www.sourcegaming.info/2015/11/11/thoughts-on-hitstop-sakurais-famitsu-column-vol-490-1/ "Thinking About Hitstop"], an article translated by SourceGaming from [[Masahiro Sakurai]]'s ''Famitsu'' column, Volume 490-1 | ||
==References/notes== | ==References/notes== | ||
{{reflist}} | {{reflist}} | ||
[[Category:Game physics]] | [[Category:Game physics]] |