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Lag: Difference between revisions

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:''For the lag associated with playing online, see [[Wi-Fi lag]]. For the lag associated with connecting with attacks, see [[freeze frame]].''
:''For the lag associated with playing online, see [[Wi-Fi lag]]. For the lag associated with certain televisions, see [[display lag]]. For the lag associated with connecting with attacks, see [[freeze frame]].''


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Revision as of 11:49, September 12, 2012

For the lag associated with playing online, see Wi-Fi lag. For the lag associated with certain televisions, see display lag. For the lag associated with connecting with attacks, see freeze frame.


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Lag is a catch-all term used to indicate periods of time where a character is busy doing something and is left vulnerable. The two main categories of lag are startup lag and ending lag. The more lag a move has, the easier it is to attack the user, prepare a shield grab, or simply move out of the way and prepare a punishment.

Startup lag

Startup lag is the delay between a move being initiated and the move having an effect, such as the length of time before a hitbox is first produced. Examples of moves with extreme startup lag include Ganondorf's up tilt and Dedede's forward smash.

Ending lag

Ending lag is the delay between the move's effect finishing and another action being available to begin, such as the length of time after using an attack before another attack can be used. Essentially all attacks have more ending lag than startup lag.