Editing Hitstun canceling

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Hitstun canceling is one of the most controversial additions to ''Brawl'', with detractors criticising it for undermining the reward of characters' advantage states by leaving them impossible to truly combo opponents with moves that deal anything beyond very low knockback. This eliminates the comboing ability of characters that relied on higher knockback moves with faster mobility to combo ({{SSBB|Captain Falcon}} being the most prominent example, with {{SSBB|Jigglypuff}} also suffering severely), allows characters to survive longer than intended through [[momentum canceling]], and significantly increases the chance of getting [[punish]]ed for landing a hit. While some players argue in support of the mechanic, such as by stating that players should have to successfully read their opponent's actions to get successful followups, it is generally viewed the mechanic as a negative addition to the game, due to severely slowing down the pace of matches. As such, [[mod]]s usually remove the mechanic unless they intend to keep ''Brawl''{{'}}s engine intact, such as [[Balanced Brawl]], and all major mods except the aforementioned have removed the mechanic completely.
Hitstun canceling is one of the most controversial additions to ''Brawl'', with detractors criticising it for undermining the reward of characters' advantage states by leaving them impossible to truly combo opponents with moves that deal anything beyond very low knockback. This eliminates the comboing ability of characters that relied on higher knockback moves with faster mobility to combo ({{SSBB|Captain Falcon}} being the most prominent example, with {{SSBB|Jigglypuff}} also suffering severely), allows characters to survive longer than intended through [[momentum canceling]], and significantly increases the chance of getting [[punish]]ed for landing a hit. While some players argue in support of the mechanic, such as by stating that players should have to successfully read their opponent's actions to get successful followups, it is generally viewed the mechanic as a negative addition to the game, due to severely slowing down the pace of matches. As such, [[mod]]s usually remove the mechanic unless they intend to keep ''Brawl''{{'}}s engine intact, such as [[Balanced Brawl]], and all major mods except the aforementioned have removed the mechanic completely.
==In ''Smash 4''==
==In ''Smash 4''==
Hitstun canceling was significantly weakened in ''Smash 4''. A player can now only cancel hitstun with an airdodge or aerial after 40 and 45 frames respectively, and only if the current launch speed (i.e how much of the initial knockback speed is still present) is below 2.5 and 2 respectively. This has the effect of making hitstun canceling impossible for attacks dealing 100 units of knockback or less, and causes the effect to scale with knockback unlike in ''Brawl''. As a result, combos are easier to perform than they were in ''Brawl'', and momentum canceling is practically impossible. Also worth noting is that while hitstun itself does not consider additional launch speed from the [[Knockback#Melee onwards|gravity penalty]], hitstun canceling indirectly does (since current launch speed, not initial knockback value, is used to scale the effect). As such, fighters with low gravity have slightly stronger hitstun canceling than fighters with high gravity.
Hitstun canceling was significantly weakened in ''Smash 4''. A player can now only cancel hitstun with an airdodge or aerial after 40 and 45 frames respectively, and only if the current launch speed (i.e how much of the initial knockback speed is still present) is below 2.5 and 2 respectively. This has the effect of making hitstun canceling impossible for attacks dealing 100 units of knockback or less, and causes the effect to scale with knockback unlike in ''Brawl''. As a result, combos are easier to perform than they were in ''Brawl'', and momentum canceling is practically impossible. Also worth noting is that while hitstun itself does not consider additional launch speed from the [[Knockback#Melee onwards|gravity penalty]], hitstun canceling indirectly does (since current launch speed, not initial knockback value, is used to scale the effect). As such, fighters with low gravity have slightly stronger hitstun canceling than fighters with high gravity.

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