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'''Lag''' is the downtime period after performing certain attacks or maneuvers. While in the lag period, a player cannot attack or move, and he or she is completely vulnerable to the attacks from an opponent. Different attacks have different lag-times, with the general rule of thumb that more powerful attacks (such as Jigglypuff's [[Rest]], Ganondorf's [[Warlock Punch]], or even Capatain Falcon's [[Falcon Punch]]) get longer lag times.
'''Lag''' is the downtime period after performing certain attacks or maneuvers. While in the lag period, a player cannot attack or move, and he or she is completely vulnerable to the attacks from an opponent. Different attacks have different lag-times, with the general rule of thumb that more powerful attacks (such as Jigglypuff's [[Rest]], Ganondorf's [[Warlock Punch]], or even Captain Falcon's [[Falcon Punch]]) get longer lag times.


==Hitlag==
==Hitlag==
'''Hitlag''', refered to on the [[Dojo]] as "impact stall", is the amount of [[frame]]s between the time you get hit and when the [[knockback]] actually occurs. Most hitlags are only a few frames, but some hitlags are quite long, such as [[Samus]]' fully-charged charge shot; and in Brawl, [[Zelda]]'s Lightning Kicks and [[Captain Falcon]]'s [[Knee Smash]]. These attacks have approximately 30 frames (half a second) of hitlag, which is easily noticed in real time. This lag will still affect the attacker even if the attack deals no damage, such as versus [[Mr. Resetti]], stage elements, or a character that is [[invincible]]. In addition, when two similar attacks clash and "clink", or an attack is [[Perfect Shield]]ed, it will produce slightly longer hitlag.
'''Hitlag''', referred to on the [[Dojo]] as "impact stall", is the amount of [[frame]]s between the time you get hit and when the [[knockback]] actually occurs. Most hitlags are only a few frames, but some hitlags are quite long, such as [[Samus]]' fully-charged charge shot; and in Brawl, [[Zelda]]'s Lightning Kicks and [[Captain Falcon]]'s [[Knee Smash]]. These attacks have approximately 30 frames (half a second) of hitlag, which is easily noticed in real time. This lag will still affect the attacker even if the attack deals no damage, such as versus [[Mr. Resetti]], stage elements, or a character that is [[invincible]]. In addition, when two similar attacks clash and "clink", or an attack is [[Perfect Shield]]ed, it will produce slightly longer hitlag.


During the hitlag, it is possible to use a technique known as '''Smash DI''', which is where you input a direction during the hitlag, and immediately go in that direction, regardless of the initial knockback direction. It is also possible to perform '''Multiple [[Smash DI]]s''', which is best represented in the [http://www.youtube.com/watch?v=CG1DLooq3Pc Perfect Control] video on Youtube, at about 2:36, and a slower version at about 3:51, during the credits.
During the hitlag, it is possible to use a technique known as '''Smash DI''', which is where you input a direction during the hitlag, and immediately go in that direction, regardless of the initial knockback direction. It is also possible to perform '''Multiple [[Smash DI]]s''', which is best represented in the [http://www.youtube.com/watch?v=CG1DLooq3Pc Perfect Control] video on Youtube, at about 2:36, and a slower version at about 3:51, during the credits.


Not to be confused with hitlag is '''[[Flinch|hitstun]]'''. Hitstun is the state after a character is hit with an attack and is immoble during knockback.
Not to be confused with hitlag is '''[[Flinch|hitstun]]'''. Hitstun is the state after a character is hit with an attack and is immobile during knockback.


Notably, most electric-based attacks cause a decent amount of hitstun and hitlag.
Notably, most electric-based attacks cause a decent amount of hitstun and hitlag.