Freeze frame: Difference between revisions

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{{ArticleIcons|series=y|unofficial=y}}
#REDIRECT [[Hitlag]]
{{technical data|Smash 64 formula}}
:''Not to be confused with [[hitstun]].''
[[File:Wolf F-tilt Freeze Frames.gif‎|thumb|right|240px|An example of freeze frames in the first hitbox of [[Wolf (SSBB)|Wolf]]'s forward tilt.]]
'''Freeze frames''' (also known as '''hitlag''' or '''hitstop''', 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 freeze frames, the community term of the same name refers to [[hitstun|a different mechanic]].</ref>) are a phenomenon that appears in all games of the ''{{b|Super Smash Bros.|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 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 the freeze frames have passed, both sides resume action. During freeze frames, 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.
 
The formula for calculating the freeze frames experienced by both the attacker and victim has been different for most of the games:
*In ''[[Super Smash Bros. Melee]]'', it is <code>(d/3 + 3) * m</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) * m</code>, where the last freeze frame is ignored.
*In ''[[Super Smash Bros. Ultimate]]'', it is <code>(d * 0.65 + 6) * m</code>.
 
For all these cases, the final result is rounded down. '''d''' is the amount of damage an attack would deal, ignoring [[stale-move negation]] for ''Melee'', while '''m''' is a series of multipliers based on certain factors, including:
*[[Electric]] effect (1.5× for the victim only in ''Smash 64'' and ''Melee'', and for both the attacker and victim from ''Brawl'' onward)
*[[Crouch cancel]]ing (0.67× for the victim only)
*From ''Brawl'' onward, every [[hitbox]] has its own hitlag multiplier, with the default being 1×. For example, the majority of [[Marth]]'s attacks have a hitlag multiplier of 1.25× if the [[tipper]] connects, and 0.7× otherwise. These multipliers apply to both the attacker and victim.
**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 freeze frames (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.
*Some moves are coded to deal no freeze frames 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 ''Ultimate'', freeze frames are multiplied by 0.67× on shield for both the attacker and victim. Additionally, in battles with more than two players, there is another multiplier that reduces all freeze frames proportionally to the amount of players:
:{|class="wikitable"
!Players (''Ultimate'')!!Multiplier
|-
|2||1.0
|-
|3||0.925
|-
|4||0.862
|-
|5||0.8116
|-
|6||0.77464
|-
|7||0.752464
|-
|8||0.75
|}
 
As shown by the formulas, the general amount of freeze frames on moves is at its lowest in ''Melee'', and has since increased throughout the series, with ''Ultimate'' having the most freeze frames. In all games, freeze frames are higher the more damage a move deals. For example, weak attacks such as [[Mario]]'s [[jab]] have minimal freeze frames, but the freeze frames of strong or {{b|sweetspot|hitbox}}ed attacks can last as long as half a second. In addition, ''Brawl'' introduced the mechanic of hitlag modifiers, causing variance in the freeze frame duration of attacks; this is in contrast to ''Melee'' and ''Smash 64'', where the duration of freeze frames was predictable.
 
Freeze frames only affect 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 undergo freeze frames 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. Freeze frames affect the attacker as long as the attack connects, even if it deals no [[damage]] as a result of hitting opponents with [[invincibility]]. Freeze frames are 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 freeze frames.
 
Attacks with the [[electric]] effect are unique in that they increase the amount of freeze frames, multiplying them 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 freeze frames). Interestingly, 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 freeze frames, while the attacker does not. This phenomenon does not occur with non-electric attacks, even those that have a hitlag multiplier.
 
==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
 
==References/notes==
{{reflist}}
[[Category:Game physics]]

Latest revision as of 19:53, March 20, 2020

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