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.


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