Flinch: Difference between revisions

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*[[Squirtle (SSBB)|Squirtle]]'s charged [[Water Gun]] (no damage)
*[[Squirtle (SSBB)|Squirtle]]'s charged [[Water Gun]] (no damage)
*[[Luigi (SSBM)|Luigi]]'s [[Super Jump Punch]] (only in Melee)
*[[Luigi (SSBM)|Luigi]]'s [[Super Jump Punch]] (only in Melee)
*The wind gust made by ground impact from [[Toon Link (SSBB)|Toon Link]]'s down-aerial.
*[[Link (SSBB)|Link]]'s [[Gale Boomerang]] (on the return) (no damage)
*[[Link (SSBB)|Link]]'s [[Gale Boomerang]] (on the return) (no damage)
*[[Ness (SSBB)|Ness]]'s [[PSI Magnet]] (no damage)
*[[Ness (SSBB)|Ness]]'s [[PSI Magnet]] (no damage)
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==Attacks that cause flinching with no knockback==
==Attacks that cause flinching with no knockback==
*First hit of [[Ganondorf (SSBB)|Ganondorf]]'s [[Down Smash]]
*First hit of [[Lucario (SSBB)|Lucario]] [[Down aerial]]
*First hit of [[Olimar (SSBB)|Olimar]]'s [[Neutral A]]
*First hit of [[Peach (SSBB)|Peach]]'s [[Neutral A]]
*First two hits of [[Sonic (SSBB)|Sonic]]'s [[Neutral A]]
*First hit of [[Sonic (SSBB)|Sonic]]'s [[Up aerial]]
*First two hits of [[Snake (SSBB)|Snake]]'s [[Neutral A]]
*First two hits of [[Snake (SSBB)|Snake]]'s [[Neutral A]]
*First two hits of [[Sonic (SSBB)|Sonic]]'s [[Neutral A]]
*First hit of [[Olimar (SSBB)|Olimar]]'s [[Neutral A]]
*First three hits of [[Snake (SSBB)|Snake]]'s [[Neutral aerial]]
*First three hits of [[Snake (SSBB)|Snake]]'s [[Neutral aerial]]
*First three hits of [[Snake (SSBB)|Snake]]'s [[Down aerial]]
*First three hits of [[Snake (SSBB)|Snake]]'s [[Down aerial]]
*First hit of [[Snake (SSBB)|Snake]]'s [[Forward tilt]]
*First hit of [[Snake (SSBB)|Snake]]'s [[Forward tilt]]
*First hit of [[Ganondorf (SSBB)|Ganondorf]]'s [[Down Smash]]
*First hit of [[Lucario (SSBB)|Lucario]] [[Down aerial]]
*First hit of or [[Young Link (SSBM)|Young Link]]'s or [[Toon Link (SSBB)|Toon Link]]'s [[Forward Smash]]
*First hit of or [[Young Link (SSBM)|Young Link]]'s or [[Toon Link (SSBB)|Toon Link]]'s [[Forward Smash]]
*[[Luigi (SSBB)|Luigi's]] [[Super Jump Punch]] (in Melee and Brawl, non-sweetspotted)
*[[Luigi (SSBB)|Luigi's]] [[Super Jump Punch]] (in Melee and Brawl, non-sweetspotted)

Revision as of 19:53, February 16, 2009

Flinching, also called Hitstun is what happens to a character when they are hit by an attack. The character will be stunned for a very short period of time, usually just enough to interrupt any attacks or movements. There are certain attacks that do not cause flinching, and ways for a character to avoid flinching. The amount of flinching is referred to as hitstun. Some attacks cause flinching without any knockback whatsoever. It is used for combos in all 3 smash games.

Attacks that do not cause flinching

Attacks that cause flinching with no knockback

Ways to prevent/reduce flinching

In the original Super Smash Bros., hitstun was extremely high. This meant that this game had the most extreme and arguably best combos, allowing almost every character to have a 0-death combo.

In Melee, hitstun was lowered but wasn't lowered so much that it didn't allow for any combos, because it still allowed for several, such as the Ken combo. The Top, High and Middle tiers all operated mostly on combo ability.

In Brawl, hitstun was severely lowered, something that the game is often criticized for. The opponent suffers very little stun after being hit and air dodging decreases it even further, meaning that the game has hardly any combos. Some exceptions are Peach, Kirby and Meta Knight, who all have fast enough moves (or a select few, in Peach's case) to combo fairly well, up to over 70% in some cases.