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{{technical data|Smash 64 formula}}
:''Not to be confused with [[hitstun]].''
:''Not to be confused with [[hitstun]].''
[[File:Wolf F-tilt Freeze Frames.gif‎|thumb|right|240px|An example of hitlag in the first hitbox of [[Wolf (SSBB)|Wolf]]'s forward tilt.]]
[[File:Wolf F-tilt Freeze Frames.gif|thumb|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'''<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}}'' whereby a [[character]] will freeze for a period of time after connecting with an [[attack]].
'''Hitlag''' (also known as '''hitstop''' or '''freeze frames''', and officially known as '''hitstun''' in ''Super Smash Bros. Ultimate''<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, which involves [[attack]]s freezing the victim and (generally) the user in place for a certain amount of time when they hit.


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.
If successful with most attacks, both the attacker and target are frozen in place for a certain number of [[frame]]s; the attacker in the frame when they landed the hit, and the victim in the first frame of their [[flinch]]ing animation while shaking. This effectively extends the duration of the attack compared to if it had missed, while the target has a short time to react before the [[knockback]] occurs. Most noticeably, attacks with a large amount of hits such as [[Yoshi]]'s [[down aerial]] take considerably less time to finish if they do not hit anything. As another side effect, the attack's [[hitbox]]es remain active during hitlag, thus extending its hit detection for targets other than the one hit; this can even be taken advantage of with damageable [[stage]] objects, such as the platforms in [[Skyworld]], to allow attacks to hit opponents more easily.


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.
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.
 
Hitlag serves two primary functions. The first is a visual indicator that an attack connects; the brief moment where both fighters freeze gives both players more time to plan their next moves. The second is to add more emphasis to the power and impact of particularly strong attacks, which usually produce a high amount of hitlag. In several other fighting games, hitlag frames are often correlated to the power level of the connecting attack, ranging from light to heavy; ''Smash'' games achieve a similar hierarchy by giving attacks higher hitlag the more damage they deal (though this is more customizable in later games).


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 which are factors often completely independent of damage inflicted). Hitlag often times for time 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. In visual cases however, high hitlag frames often sells the impact of an attack's severity upon connecting.
==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:
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>&lfloor;x&rfloor;</code> means to round down):
*In ''[[Super Smash Bros. Melee]]'', it is <code>(d/3 + 3) * m</code>.
*In ''[[Super Smash Bros.]]'', it is <code>&lfloor;&lfloor;&lfloor;d/3 + 4&rfloor; * e&rfloor; * c&rfloor;</code> in the Japanese version, and <code>&lfloor;&lfloor;&lfloor;d/3 + 5&rfloor; * e&rfloor; * c&rfloor;</code> in international versions.
*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--> + 4) * m</code>
*In ''[[Super Smash Bros. Melee]]'', it is <code>&lfloor;&lfloor;&lfloor;d/3 + 3&rfloor; * e&rfloor; * c&rfloor;</code>
*In ''[[Super Smash Bros. Ultimate]]'', it is <code>(d * 0.65 + 6) * m</code>.
*In ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'', it is <code>&lfloor;&lfloor;(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&rfloor; * c&rfloor;</code>.
*In ''[[Super Smash Bros. Ultimate]]'', it is <code>&lfloor;&lfloor;&lfloor;(d * 0.65 + 6) * h * e * s&rfloor; * p&rfloor; * c&rfloor;</code>
**When [[spirit]]s are enabled in the [[Rules]] and the above formula exceeds 15 frames (10 when crouch cancelling), it is <code>&lfloor;&lfloor;&lfloor;&lfloor;(d * 0.65 + 6) * h * e * s&rfloor; * 0.3 + 10.5&rfloor; * p&rfloor; * c&rfloor;</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>


For all these cases, the final result is rounded down. '''d''' is the amount of damage an attack would deal rounded down, while '''m''' is a series of multipliers based on certain factors, including:
The values correspond to the following (all apply to both the attacker and victim unless stated otherwise):
*[[Electric]] effect (1.5× for the victim only in ''Smash 64'' and ''Melee'', and for both the attacker and victim from ''Brawl'' onward)
*'''d''', the amount of [[damage]] an attack would deal (rounded up in ''Smash 64'')
*[[Crouch cancel]]ing (0.666667× in ''Melee'' and 0.67× in ''Brawl'' onward, applied to the victim only in all games)
**[[Stale move negation|Stale/fresh]] damage, [[equipment]], spirits, etc. are factored. The [[1v1 multiplier]] and [[shield damage]] are not factored.
*In ''Melee'', the intermediate result is rounded down before applying the electric modifier and before applying the crouch cancel modifier. If both modifiers apply, the electric modifier is applied first.
*'''e''', [[electric]] effect; 1.5× (for the victim only in ''Melee'', and for both the attacker and victim in every other game)
*From ''Brawl'' onward, every [[hitbox]] has its own hitlag multiplier, with the default being . 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.
*'''c''', [[crouch cancel]]ing; 0.666667× in ''Melee'' and 0.67× in ''Brawl'' onward (for the victim only in every game except ''Ultimate'', where it is applied 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 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.
*'''h''', hitlag multiplier; defined by every hitbox and defaults to
***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.
**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×, 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''.
**Some moves are coded to deal no hitlag at all, either by being given a hitlag multiplier of 0×, or in ''Brawl'' and ''Smash 4'', 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'', if a move is shielded, hitlag is multiplied by 0.67× for both the attacker and victim, and the move's hitlag multiplier is ignored if it is lower than 1×. 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. Additionally, in battles with more than two players, there is another multiplier that reduces all hitlag proportionally to the amount of players:
***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.
*'''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. However, the electric effect's multiplier is still taken into account, which effectively raises the final multiplier to 1.005×, causing projectiles such as [[Thunder Jolt]] to be safer on shield than usual.
*'''p''', based on player count; values are listed in the table below. The exact value is based on the prior hitlag frames, scaling from almost no change below 10 frames to the listed values at 30 frames. The formula for scaling is a second-degree polynomial (following the form ax<sup>2</sup>+bx+c), but the exact formula is currently unknown.
**Does not affect fighters hit with projectiles.
**Based on the number of players at the start of the match.
:{|class="wikitable"
:{|class="wikitable"
!Players (''Ultimate'')!!Multiplier
!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
|-
|2||1.0
|-
|3||0.925
|-
|4||0.862
|-
|5||0.8116
|-
|6||0.77464
|-
|-
|7||0.752464
!''Ultimate''
|-
|1.0
|8||0.75
|0.925
|0.862
|0.8116
|0.77464
|0.752464
|0.75
|}
|}


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 as long as half a second. 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.
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; weak attacks such as [[Mario]]'s [[jab]] have minimal hitlag, but the hitlag of strong or {{b|sweetspot|hitbox}}ted attacks can last much longer. For example, a move that deals 15% damage with no other factors would inflict hitlag of 10 frames in ''Smash 64'' (9 in the Japanese version), 8 frames in ''Melee'', 9 frames in ''Brawl'' and ''Smash 4'', and 15 frames in ''Ultimate''. In addition, ''Brawl'' introduced the mechanic of hitlag multipliers, 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.
===Notes===
<references group="note"/>


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 ''SSB4'' 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.
==Properties==
*Hitlag has a cap of 20 frames in ''Melee'', and 30 frames (20 for the victim if crouch cancelling) from ''Brawl'' onward.
**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]].
*If an attack deals no knockback, the target does not experience any hitlag.
*If the attack deals no damage, hitlag is always zero. Additionally in ''Brawl'', a special sound effect plays.
*Attacks with the [[electric]] effect uniquely increase the amount of hitlag, multiplying its duration in 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.
 
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.


==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
*[https://www.youtube.com/watch?v=OdVkEOzdCPw "Stop for Big Moments!"], a video by Masahiro Sakurai explaining the function and effects of hitlag.
*[https://www.youtube.com/watch?v=tycbMSjDDLg "Eight Hit Stop Techniques"], a video by Masahiro Sakurai explaining specific details about hitlag in ''Super Smash Bros. Ultimate''.


==References/notes==
==References/notes==
{{reflist}}
{{reflist}}
[[Category:Game physics]]
[[Category:Game physics]]

Latest revision as of 10:00, April 12, 2023

Not to be confused with hitstun.
A gif animation of Wolf's f-tilt that showcases its freeze frames.
An example of hitlag in the first hitbox of Wolf's forward tilt.

Hitlag (also known as hitstop or freeze frames, and officially known as hitstun in Super Smash Bros. Ultimate[1][2]) is a phenomenon that appears in all games of the Super Smash Bros. series, which involves attacks freezing the victim and (generally) the user in place for a certain amount of time when they hit.

If successful with most attacks, both the attacker and target are frozen in place for a certain number of frames; the attacker in the frame when they landed the hit, and the victim in the first frame of their flinching animation while shaking. This effectively extends the duration of the attack compared to if it had missed, while the target has a short time to react before the knockback occurs. Most noticeably, attacks with a large amount of hits such as Yoshi's down aerial take considerably less time to finish if they do not hit anything. As another side effect, the attack's hitboxes remain active during hitlag, thus extending its hit detection for targets other than the one hit; this can even be taken advantage of with damageable stage objects, such as the platforms in Skyworld, to allow attacks to hit opponents more easily.

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.

Hitlag serves two primary functions. The first is a visual indicator that an attack connects; the brief moment where both fighters freeze gives both players more time to plan their next moves. The second is to add more emphasis to the power and impact of particularly strong attacks, which usually produce a high amount of hitlag. In several other fighting games, hitlag frames are often correlated to the power level of the connecting attack, ranging from light to heavy; Smash games achieve a similar hierarchy by giving attacks higher hitlag the more damage they deal (though this is more customizable in later games).

Formula[edit]

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 (⌊x⌋ means to round down):

The values correspond to the following (all apply to both the attacker and victim unless stated otherwise):

  • d, the amount of damage an attack would deal (rounded up in Smash 64)
  • e, electric effect; 1.5× (for the victim only in Melee, and for both the attacker and victim in every other game)
  • c, crouch canceling; 0.666667× in Melee and 0.67× in Brawl onward (for the victim only in every game except Ultimate, where it is applied to both the attacker and victim)
  • 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.
    • Some moves are coded to deal no hitlag at all, either by being given a hitlag multiplier of 0×, or in Brawl and Smash 4, using a special parameter that disables hitlag when turned on. Examples of such moves are Bowser Bomb in Brawl and Falco's Reflector in Smash 4.
      • In Brawl and Smash 4 prior to version 1.1.0, shielding 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.
  • s, shielding; 0.67×
    • Hitlag multipliers less than 1× are ignored if shielding. This is especially noticeable for moves such as Cloud's 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. However, the electric effect's multiplier is still taken into account, which effectively raises the final multiplier to 1.005×, causing projectiles such as Thunder Jolt to be safer on shield than usual.
  • p, based on player count; values are listed in the table below. The exact value is based on the prior hitlag frames, scaling from almost no change below 10 frames to the listed values at 30 frames. The formula for scaling is a second-degree polynomial (following the form ax2+bx+c), but the exact formula is currently unknown.
    • Does not affect fighters hit with projectiles.
    • Based on the number of players at the start of the match.
Players 2 3 4 5 6 7 8
Ultimate 1.0 0.925 0.862 0.8116 0.77464 0.752464 0.75

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; weak attacks such as Mario's jab have minimal hitlag, but the hitlag of strong or sweetspotted attacks can last much longer. For example, a move that deals 15% damage with no other factors would inflict hitlag of 10 frames in Smash 64 (9 in the Japanese version), 8 frames in Melee, 9 frames in Brawl and Smash 4, and 15 frames in Ultimate. In addition, Brawl introduced the mechanic of hitlag multipliers, causing variance in the hitlag duration of attacks; this is in contrast to Melee and Smash 64, where the duration of hitlag was predictable.

Notes[edit]

  1. ^ This formula is used even if no spirits are used. In Training Mode, after version 3.0.0, this formula is only applied when a spirit is used.

Properties[edit]

  • Hitlag has a cap of 20 frames in Melee, and 30 frames (20 for the victim if crouch cancelling) from Brawl onward.
    • Hitlag in Smash 64 has no frame cap, however it is difficult to deal more than 19 frames (by using Samus' Charge Shot) due to the lack of damage multipliers from items like Super Mushrooms.
  • 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 shielded; 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.
  • If an attack deals no knockback, the target does not experience any hitlag.
  • If the attack deals no damage, hitlag is always zero. Additionally in Brawl, a special sound effect plays.
  • Attacks with the electric effect uniquely increase the amount of hitlag, multiplying its duration in 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.

A peculiar aspect of hitlag is how it is handled for throws. 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 Luigi's down throw in Smash 4, and 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 Mythra, Pikachu, and 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 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, Ryu, Ken, and 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 Ryu in Smash 4), while Kazuya's is below-average, with multipliers from 0.2× to 0.6× for most attacks. Notably, Terry does not have such a distinction.

External links[edit]

References/notes[edit]

  1. ^ https://en-americas-support.nintendo.com/app/answers/detail/a_id/43317
  2. ^ Although officially the term "hitstun" refers to hitlag, the community term of the same name refers to a different mechanic.