Editing Hitstun
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:''This article is about the mechanic known by the community as hitstun. For the mechanic known officially as hitstun, see [[hitlag]].'' | :''This article is about the mechanic known by the community as hitstun. For the mechanic known officially as hitstun, see [[hitlag]].'' | ||
[[File:SSB4SmashvilleCoinEvent.jpg|thumb|250px|{{SSB4|Villager}} being launched by | [[File:SSB4SmashvilleCoinEvent.jpg|thumb|250px|{{SSB4|Villager}} being launched by [[Timber]], now in hitstun.]] | ||
'''Hitstun''' (known as '''DamageFly''' internally) is a period of time after being hit by an attack that a character is unable to act outside of [[directional influence]] or [[tech]]ing. It is directly dependent on [[knockback]], so at a same damage percentage, an attack like [[Falcon Punch]] will have more hitstun than one like [[Thunder Jolt]]. Each ''Smash'' game has a programmed value that is multiplied by the amount of knockback received to determine the amount of frames a character is locked in hitstun after being hit; for example, ''Melee'' has a hitstun multiplier of 0.4 frames per unit of knockback, so a hit that deals 100 units of knockback will leave the target in hitstun for 40 frames. | '''Hitstun''' (known as '''DamageFly''' internally) is a period of time after being hit by an attack that a character is unable to act outside of [[directional influence]] or [[tech]]ing. It is directly dependent on [[knockback]], so at a same damage percentage, an attack like [[Falcon Punch]] will have more hitstun than one like [[Thunder Jolt]]. Each ''Smash'' game has a programmed value that is multiplied by the amount of knockback received to determine the amount of frames a character is locked in hitstun after being hit; for example, ''Melee'' has a hitstun multiplier of 0.4 frames per unit of knockback, so a hit that deals 100 units of knockback will leave the target in hitstun for 40 frames. | ||