Editing Flinch

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:''Not to be confused with [[hitstun]].''
:''Not to be confused with [[hitstun]].''
[[File:Flinch.jpg|thumb|240px|{{SSB4|Bayonetta}} flinching in ''Smash 4''.]]
[[File:Flinch.jpg|thumb|right|240px|{{SSB4|Bayonetta}} flinching in ''Smash 4''.]]
'''Flinching''' is an animation used by every character when their current action is interrupted by an attack. The interrupted action is replaced with an animation of being hit, with the character reacting differently to the attack depending on its [[knockback]] strength and which part of their body is hit (for example, rearing their head back if hit high, or kneeling if hit low). The length of the flinch animation is correlated to the attack's [[hitstun]], which itself is directly determined by knockback; as a result, stronger attacks cause longer and more exaggerated flinch animations, while attacks that do not deal any knockback will not cause flinching. If an attack deals high enough knockback, characters are sent into [[tumbling]] after their flinching animation. However, [[windbox]]es are able to deal flinchless knockback to fighters, manifested by simply pushing them around.
'''Flinching''' is an animation used by every character when their current action is interrupted by an attack. The interrupted action is replaced with an animation of being hit, with the character reacting differently to the attack depending on its [[knockback]] strength and which part of their body is hit (for example, rearing their head back if hit high, or kneeling if hit low). The length of the flinch animation is correlated to the attack's [[hitstun]], which itself is directly determined by knockback; as a result, stronger attacks cause longer and more exaggerated flinch animations, while attacks that do not deal any knockback will not cause flinching. If an attack deals high enough knockback, characters are sent into [[tumbling]] after their flinching animation. However, [[windbox]]es are able to deal flinchless knockback to fighters, manifested by simply pushing them around.


As flinching is directly related to knockback received, reducing knockback through a [[sticker]] or [[Equipment]], increasing [[weight]] through a [[Super Mushroom]] or [[Metal Box]], or using a move with [[armor]], will also make it more difficult (or impossible) to flinch. [[Metal Mario]] and [[Giga Bowser]] (in ''[[Super Smash Bros. Melee]]'' only) are a few examples of characters who don't flinch when hit with low knockback attacks, due to a combination of their weight, along with the inclusion of armor or knockback taken multipliers. [[Bowser]] in ''[[Super Smash Bros. 4]]'' onward, as well as {{SSBU|Kazuya}} in ''[[Super Smash Bros. Ultimate]]'', have [[fighter abilities]] that prevent them from flinching when hit by attacks that deal below a certain amount of knockback.
As flinching is directly related to knockback received, reducing knockback through a [[sticker]] or [[Equipment]], increasing [[weight]] through a [[Super Mushroom]] or [[Metal Box]], or using a move with [[armor]], will also make it more difficult (or impossible) to flinch. [[Metal Mario]] and [[Giga Bowser]] (in ''[[Melee]]'' only) are a few examples of characters who don't flinch when hit with low knockback attacks, due to a combination of their weight, along with the inclusion of armor or knockback taken multipliers. [[Bowser]] from ''[[Smash 4]]'' onward, as well as {{SSBU|Kazuya}} in ''[[Ultimate]]'', have [[fighter abilities]] that prevent them from flinching when hit by attacks that deal below a certain amount of knockback.


Flinching while [[charging]] an attack or [[special move]] will cause the charge to be lost, regardless of whether any charge had been saved previously. {{SSBM|Mewtwo}} does not lose [[Shadow Ball|its projectile]]'s charge if it flinches, though this is only the case for when it is about to fire the projectile, not while it is actually charging.
Flinching while [[charging]] an attack or [[special move]] will cause the charge to be lost, regardless of whether any charge had been saved previously. {{SSBM|Mewtwo}} does not lose [[Shadow Ball|its projectile]]'s charge if it flinches, though this is only the case for when it is about to fire the projectile, not while it is actually charging.


Flinching does not strictly apply to playable characters. [[Phosphora]] can flinch in ''Smash 4'' when attacked, as can most [[Assist Trophies]] in ''Ultimate''. [[Petey Piranha]], a [[boss]] in ''[[Super Smash Bros. Brawl]]'', may also flinch when attacked.
Flinching does not strictly apply to playable characters. [[Phosphora]] can flinch in ''Smash 4'' when attacked, as can most [[Assist Trophies]] in ''Ultimate''. [[Petey Piranha]], a [[boss]] in ''[[Brawl]]'', may also flinch when attacked.


==Flinching animations==
==Flinching animations==
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To summarize, there are a total of 17 possible flinching animations in ''Smash 64'' and ''Melee'', 18 in ''Brawl'', 19 in ''Smash 4'', and 20 in  ''Ultimate''.
To summarize, there are a total of 17 possible flinching animations in ''Smash 64'' and ''Melee'', 18 in ''Brawl'', 19 in ''Smash 4'', and 20 in  ''Ultimate''.


==Flinchless==
{{incomplete|possibly missing a few attacks}}
Certain attacks do not cause opponents to flinch. The first attacks to be flinchless are {{SSBM|Fox}}'s [[Blaster (Fox)|blaster]] and {{SSBM|Mr. Game & Watch}}'s [[Judge]] in ''Melee'', where the ability to flinch opponents was manually turned off in the game code. [[Glancing blow]]s had similar coding. ''Brawl'' introduced Flinchless is an attack [[effect]] where an attack does not cause the opponent to flinch automatically.
===List of attacks that do not cause flinching===
====By characters====
{|class="wikitable sortable"
|-
!Character
!Move
!Games
|-
|All characters
|[[Glancing blow]]s
|rowspan=3|{{GameIcon|SSBM}}{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|-
|[[Fox]]
|[[Blaster (Fox)]]
|-
|[[Mr. Game & Watch]]
|[[Judge]] (1 card)
|-
|rowspan=2|[[Mario]]
|[[F.L.U.D.D.]]
|rowspan=6|{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|-
|rowspan=2|[[Cape]]
|-
|[[Dr. Mario]]
|-
|[[Ness]]
|[[PSI Magnet]] (ending)
|-
|rowspan=4|[[Olimar]]
|[[Pikmin throw]] (latch damage)
|-
|[[End of Day]] ([[bulborb]]s)
|-
|Neutral attack (antenna)
|rowspan=2|{{GameIcon|SSBB}}
|-
|Down tilt (antenna)
|-
|[[Link]]
|[[Gale Boomerang]] (return)
|{{GameIcon|SSBB}}{{GameIcon|SSB4}}
|-
|[[Squirtle]]
|[[Water Gun]]
|rowspan=2|{{GameIcon|SSBB}}{{GameIcon|SSBU}}
|-
|[[Snake]]
|[[Grenade]] (pre-explosion)
|}
====By stage hazards====
{|class="wikitable sortable"
|-
!Stage
!Hazard
!Games
|-
|[[WarioWare, Inc.]]
|{{s|supermariowiki|Kitty Cover}} (rain)
|{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|}
====By items====
{|class="wikitable sortable"
|-
!Item
!Attack
!Games
|-
|[[Kyogre]]
|[[Hydro Pump]]
|{{GameIcon|SSBB}}{{GameIcon|SSB4}}{{GameIcon|SSBU}}
|}
{{Effects}}
[[Category:Effects| ]]
[[Category:Game physics]]
[[Category:Game physics]]

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