Hitlag: Difference between revisions

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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|right|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''' (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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*In ''[[Super Smash Bros.]]'', it is <code>&lfloor;&lfloor;&lfloor;d/3 + 4&rfloor; * e&rfloor; * c&rfloor;</code> in the Japanese version, and <code>&lfloor;&lfloor;&lfloor;d/3 + 5&rfloor; * e&rfloor; * c&rfloor;</code> in international versions.
*In ''[[Super Smash Bros.]]'', it is <code>&lfloor;&lfloor;&lfloor;d/3 + 4&rfloor; * e&rfloor; * c&rfloor;</code> in the Japanese version, and <code>&lfloor;&lfloor;&lfloor;d/3 + 5&rfloor; * e&rfloor; * c&rfloor;</code> in international versions.
*In ''[[Super Smash Bros. Melee]]'', it is <code>&lfloor;&lfloor;&lfloor;d/3 + 3&rfloor; * e&rfloor; * c&rfloor;</code>
*In ''[[Super Smash Bros. Melee]]'', it is <code>&lfloor;&lfloor;&lfloor;d/3 + 3&rfloor; * e&rfloor; * c&rfloor;</code>
*In ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'', it is <code>&lfloor;&lfloor;(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&rfloor; * c&rfloor;</code>, where the last frame is interruptible.<!--See the Sm4sh calculator; the result is 1 frame less than what the formula gives-->
*In ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'', it is <code>&lfloor;&lfloor;(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&rfloor; * c&rfloor;</code>.
*In ''[[Super Smash Bros. Ultimate]]'', it is <code>&lfloor;&lfloor;&lfloor;(d * 0.65 + 6) * h * e * s&rfloor; * p&rfloor; * c&rfloor;</code>
*In ''[[Super Smash Bros. Ultimate]]'', it is <code>&lfloor;&lfloor;&lfloor;(d * 0.65 + 6) * h * e * s&rfloor; * p&rfloor; * c&rfloor;</code>
**When [[spirit]]s are enabled in the [[Rules]] and the above formula exceeds 15 frames (10 when crouch cancelling), it is <code>&lfloor;&lfloor;&lfloor;&lfloor;(d * 0.65 + 6) * h * e * s&rfloor; * 0.3 + 10.5&rfloor; * p&rfloor; * c&rfloor;</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>
**When [[spirit]]s are enabled in the [[Rules]] and the above formula exceeds 15 frames (10 when crouch cancelling), it is <code>&lfloor;&lfloor;&lfloor;&lfloor;(d * 0.65 + 6) * h * e * s&rfloor; * 0.3 + 10.5&rfloor; * p&rfloor; * c&rfloor;</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>
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*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 affects the attacker as long as the attack connects, even if it deals no damage as a result of hitting opponents with [[invincibility]].
*If an attack deals no knockback, the target does not experience any hitlag.
*If an attack deals no knockback, the target does not experience any hitlag.
*If the attack deals no damage, hitlag is always zero. Additionally in ''Brawl'', a special sound effect plays.
*Attacks with the [[electric]] effect uniquely increase the amount of hitlag, multiplying its duration in 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.
*Attacks with the [[electric]] effect uniquely increase the amount of hitlag, multiplying its duration in 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.
**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.
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==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
*[https://www.youtube.com/watch?v=OdVkEOzdCPw "Stop for Big Moments!"], a video by Masahiro Sakurai explaining the function and effects of hitlag.
*[https://www.youtube.com/watch?v=tycbMSjDDLg "Eight Hit Stop Techniques"], a video by Masahiro Sakurai explaining specific details about hitlag in ''Super Smash Bros. Ultimate''.


==References/notes==
==References/notes==
{{reflist}}
{{reflist}}
[[Category:Game physics]]
[[Category:Game physics]]