Editing Hitlag
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{{ArticleIcons|series=y|unofficial=y}} | {{ArticleIcons|series=y|unofficial=y}} | ||
:''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''' 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. | '''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. | ||
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==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. | ||
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*'''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. 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. | **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 | *'''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. | |||
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 | 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. | ||
===Notes=== | |||
<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]] |