Editing Hitlag
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:''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|240px|An example of hitlag in the first hitbox of {{SSBB|Wolf}}'s forward tilt.]] | ||
'''Hitlag''' | '''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 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. | 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. | ||