Freeze frame: Difference between revisions

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[[File:Ftilt.gif‎ | right | An example of freeze frames in the first hitbox of [[Wolf (SSBB)|Wolf]]'s f-tilt]]
[[File:Ftilt.gif‎ | right | An example of freeze frames in the first hitbox of [[Wolf (SSBB)|Wolf]]'s f-tilt]]


'''Freeze frames''', (also known as '''hitlag''', officially known as '''impact stall'''), are a phenomenon that appear in all three Super Smash Bros. games whereby a character will freeze for a period of time after connecting with an attack. If successful with some attacks, the attacker is frozen in time for a number of [[frames]] while the target suffers from [[hitstun]]. This causes the attack to get "stuck" out longer than it would if it had not hit anything, while the target has a short time to react before the knockback occurs. This is most easily noticed in multi-hit attacks such as Yoshi's d-air; the attack takes less time to finish if it does not hit anything.
'''Freeze frames''', (also known as '''hitlag''', officially known as '''impact stall'''), are a phenomenon that appear in all three [[Super Smash Bros. series|Super Smash Bros. games]] whereby a [[character]] will freeze for a period of time after connecting with an [[attack]]. If successful with some attacks, the attacker is frozen in time for a number of [[frames]] while the target suffers from [[hitstun]]. This causes the attack to get "stuck" out longer than it would if it had not hit anything, while the target has a short time to react before the knockback occurs. This is most easily noticed in multi-hit attacks such as [[Yoshi]]'s [[dair]]; the attack takes less time to finish if it does not hit anything.


The number of freeze frames, that is, the length of the freeze, depends on the attack - weak, normal attacks such as Mario's neutral punch have minimal freeze frames, but the freeze frames of strong, electric, and sweetspotted attacks can last as long as half a second. Freeze frames are also exaggerated if two attacks clash, or the attack is [[Perfect Shield]]ed. In the latter case, the attacker suffers from [[hitstun]] while the defender receives none.
The number of freeze frames, that is, the length of the freeze, depends on the attack - weak, normal attacks such as [[Mario]]'s [[neutral attack|neutral punch]] have minimal freeze frames, but the freeze frames of strong, electric, and [[sweetspot]]ted attacks can last as long as half a second. Freeze frames are also exaggerated if two attacks clash, or the attack is [[perfect shield]]ed. In the latter case, the attacker suffers from hitstun while the defender receives none.


Freeze frames only affect the object that deals the damage; all other game elements are uninterrupted. For example, Captain Falcon will be frozen for half a second upon a sweetspotted [[Knee Smash]], while Samus' movement is not interrupted by a [[Charge Shot]] hitting something. Freeze frames affect the attacker as long as the attack connects, even if it deals no damage. Thus, if a character were to attack an opponent with [[Invincibility#Blocking Invincibility|blocking invincibility]], that character would still suffer freeze frames.
Freeze frames only affect the object that deals the damage; all other game elements are uninterrupted. For example, [[Captain Falcon]] will be frozen for half a second upon a sweetspotted [[Knee Smash]], while [[Samus]]' movement is not interrupted by a [[Charge Shot]] hitting something. Freeze frames affect the attacker as long as the attack connects, even if it deals no [[damage]]. Thus, if a character were to attack an opponent with [[Invincibility#Blocking Invincibility|blocking invincibility]], that character would still suffer freeze frames.


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[[Category:Game Physics]]
[[Category:Game Physics]]
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