Flinch: Difference between revisions
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==Attacks that do not cause flinching== | ==Attacks that do not cause flinching== | ||
*[[Fox (SSBB)|Fox]]'s [[Blaster]] (except in | *[[Fox (SSBB)|Fox]]'s [[Blaster]] (except in SSB) | ||
*[[Mario (SSBB)|Mario]]'s [[F.L.U.D.D.]] (no damage) | *[[Mario (SSBB)|Mario]]'s [[F.L.U.D.D.]] (no damage) | ||
*[[Dr. Mario (SSBM)|Dr. Mario]]'s and [[Mario (SSBB)|Mario]]'s [[Cape]] | *[[Dr. Mario (SSBM)|Dr. Mario]]'s and [[Mario (SSBB)|Mario]]'s [[Cape]] |
Revision as of 22:02, April 9, 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. Some powerfull moves such as Knee Smash, Samus's Charge Shot (fully charged), and Zelda's Lightning Kicks have a very long and noticeable hitstun, and using a Timer can amplify the affect, allowing the possibility of near-infinite combos[1][2].
Attacks that do not cause flinching
- Fox's Blaster (except in SSB)
- Mario's F.L.U.D.D. (no damage)
- Dr. Mario's and Mario's Cape
- Squirtle's charged Water Gun (no damage)
- Luigi's Super Jump Punch (only in Melee)
- Link's Gale Boomerang (on the return) (no damage)
- Ness's PSI Magnet (no damage)
- Snake's thrown Grenade (not the explosion)
- Olimar's Pikmin when latched on
- Mr. Game & Watch's Judge number 1
- The flame of Charizard's forward aerial
- The rain that occurs in the "Kitty Cover" game in the stage WarioWare, Inc.
- Glancing Blows (no damage)
Attacks that cause flinching with no knockback
- First hit of Ganondorf's Down Smash
- First hit of Lucario Down aerial
- First hit of Olimar's Neutral A
- First hit of Peach's Neutral A
- First two hits of Sonic's Neutral A
- First hit of Sonic's Up aerial
- First two hits of Snake's Neutral A
- First three hits of Snake's Neutral aerial
- First three hits of Snake's Down aerial
- First hit of Snake's Forward tilt
- First hit of or Young Link's or Toon Link's Forward Smash
- Luigi's Super Jump Punch (in Melee and Brawl, non-sweetspotted)
Ways to prevent/reduce flinching
- Metal Box
- Super Mushroom
- Certain Stickers (only in the Subspace Emissary)
- Any moves that offer knockback resistance.
- Air dodging (Brawl only)
- Using an aerial attack (Brawl only and best the fastest of all)
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. Notable combos include Peach's Dair to Uair tactics, Meta Knight's Uair chaining and Kirby's Forward Throw combos.
External Links
- ^ http://www.youtube.com/watch?v=27cGRMHhqyw Zelda combos
- ^ http://www.youtube.com/video_response_view_all?v=oGwdYj1OhNY Other Timer combos