Hitstun: Difference between revisions

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(→‎In Super Smash Bros. Ultimate: Turns out you can also reduce hitstun with these, and of course it's Samus that gets the shaft (https://twitter.com/Ruben_dal/status/1137531134609432582))
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As a result of these changes, hitstun remains unchanged in comparison to ''Smash 4'' if a move's knockback is low enough, but it is decreased otherwise, giving characters less time to combo opponents at higher percents. However, due to the generally increased mobility of the cast (including faster [[dashing speed]]s and [[air speed]]s, as well as jumps reaching their peak faster), universally shorter [[jumpsquat]]s and lower [[landing lag]], combo potential is overall decreased starting at mid-high percents, but increased below these percents. Additionally, [[rage]]'s effect on knockback is weaker, making it less of a detriment for combos, and some combo moves of veterans have had their ending lag reduced further, with examples being {{SSBU|Luigi}}'s [[down throw]] and {{SSBU|Falco}}'s [[up tilt]]. Furthermore, while hitstun canceling is still possible, its execution windows remain unchanged from ''Smash 4'', thus providing a considerably smaller benefit as a result of hitstun itself being reduced.
As a result of these changes, hitstun remains unchanged in comparison to ''Smash 4'' if a move's knockback is low enough, but it is decreased otherwise, giving characters less time to combo opponents at higher percents. However, due to the generally increased mobility of the cast (including faster [[dashing speed]]s and [[air speed]]s, as well as jumps reaching their peak faster), universally shorter [[jumpsquat]]s and lower [[landing lag]], combo potential is overall decreased starting at mid-high percents, but increased below these percents. Additionally, [[rage]]'s effect on knockback is weaker, making it less of a detriment for combos, and some combo moves of veterans have had their ending lag reduced further, with examples being {{SSBU|Luigi}}'s [[down throw]] and {{SSBU|Falco}}'s [[up tilt]]. Furthermore, while hitstun canceling is still possible, its execution windows remain unchanged from ''Smash 4'', thus providing a considerably smaller benefit as a result of hitstun itself being reduced.


A new property of hitstun in ''Ultimate'' is the addition of hitstun modifiers, which can add or deduct hitstun frames to/from individual moves regardless of their knockback, allowing them to combo better or worse (respectively) than they normally would. These are mainly present in [[rapid jab]]s, which have additional hitstun to connect better, but a few other moves use them as well, such as {{SSBU|Fox}}'s [[down tilt]] (3 extra frames), the first hit of {{SSBU|Bowser}}'s [[Bowser Bomb]] (8 extra frames), and the linking hits of {{SSBU|Samus}} and {{SSBU|Dark Samus}}'s [[up aerial]]s (10 less frames), with the intention of either comboing better into their next hits and other moves, or preventing certain followups, both without altering their knockback or lag. Hitstun modifiers do not alter how early attacks can cause tumbling, and the resulting hitstun is still reduced by the knockback speed-up effect.<ref>https://twitter.com/Ruben_dal/status/1124858557059481602</ref>
A new property of hitstun in ''Ultimate'' is the addition of '''hitstun modifiers''', which can add or deduct hitstun frames to/from individual moves regardless of their knockback, allowing them to combo better or worse (respectively) than they normally would. These are mainly present in [[neutral attack]]s, which have additional hitstun to connect better, but a few other moves use them as well, such as {{SSBU|Fox}}'s [[down tilt]] (3 extra frames), and the linking hits of {{SSBU|Samus}} and {{SSBU|Dark Samus}}'s [[up aerial]]s (10 less frames), with the intention of either comboing better into their next hits and other moves, or preventing certain followups, both without altering their knockback or lag. Hitstun modifiers do not alter how early attacks can cause tumbling, and the resulting hitstun is still reduced by the knockback speed-up effect.<ref>https://twitter.com/Ruben_dal/status/1124858557059481602</ref>


As a minor adjustment, attacks that cause [[flinch]]ing now always inflict a minimum of 4 frames of hitstun, thus giving attacks with very low knockback slightly higher hitstun.
As a minor adjustment, attacks that cause [[flinch]]ing now always inflict a minimum of 4 frames of hitstun, thus giving attacks with very low knockback slightly higher hitstun.


==References==
===List of moves with hitstun modifiers===
{|class="wikitable" align="center"
|-
!Character!!Attack!!Modifier
|-
|rowspan=5|{{SSBU|Bayonetta}}||Neutral attack (hit 1)||8
|-
|Neutral attack (hits 2-3)||10
|-
|Rapid jab||2
|-
|[[After Burner Kick]] (upward)||rowspan=2|1
|-
|[[Witch Twist]]
|-
|{{SSBU|Bowser}}||[[Bowser Bomb]] (hit 1)||8
|-
|rowspan=2|{{SSBU|Bowser Jr.}}||Neutral attack (hit 2 and rapid jab)||3
|-
|Down tilt (hits 1-2)||4
|-
|rowspan=3|{{SSBU|Captain Falcon}}||Neutral attack (hit 2)||3
|-
|Rapid jab||2
|-
|[[Raptor Boost]] (grounded)||3<ref name="patch">Added in update {{SSBU|3.1.0}}.</ref>
|-
|{{SSBU|Charizard}}||Neutral attack (hits 1-2)||2
|-
|rowspan=2|{{SSBU|Corrin}}||Neutral attack (hits 1-2 and rapid jab)||2
|-
|Forward smash (charging loop hits)||3
|-
|{{SSBU|Dark Pit}}||Neutral attack (hits 1-2)||2
|-
|rowspan=2|{{SSBU|Dark Samus}}||Neutral attack (hit 1)||4
|-
|Up aerial (loop hits)||-10<ref name="negative">The only moves from playable characters in the game to have a negative hitstun modifier.</ref>
|-
|{{SSBU|Falco}}||Rapid jab||2
|-
|{{SSBU|Fox}}||Down tilt||3
|-
|{{SSBU|Greninja}}||Rapid jab||2
|-
|{{SSBU|Ice Climbers}}||Neutral attack (Popo, hit 1)||2
|-
|{{SSBU|Incineroar}}||Neutral attack (hit 2)||2
|-
|{{SSBU|Inkling}}||Rapid jab||2
|-
|{{SSBU|Isabelle}}||Neutral attack||8
|-
|rowspan=4|{{SSBU|Ken}}||Forward tilt (tapped, close)||9
|-
|Down tilt (tapped)||1<ref name="patch"/>
|-
|[[Hadoken]] (early, grounded opponent)||5
|-
|[[Ken (SSBU)#Roundhouse Kicks|Nata Otoshi Geri]] (hit 1)||2
|-
|rowspan=2|{{SSBU|King Dedede}}||Neutral attack (hits 1-2)||5
|-
|Rapid jab||2
|-
|{{SSBU|King K. Rool}}||Neutral attack (hits 1-2)||4
|-
|{{SSBU|Little Mac}}||Neutral attack (hit 2)||2
|-
|{{SSBU|Lucas}}||Neutral attack (hit 2)||2
|-
|{{SSBU|Meta Knight}}||Rapid jab||2
|-
|rowspan=2|{{SSBU|Mewtwo}}||Neutral attack (hit 1)||6
|-
|Rapid jab||3
|-
|rowspan=2|{{SSBU|Mii Gunner}}||Neutral attack (hit 1)||1
|-
|Neutral attack (hit 2)||4
|-
|{{SSBU|Mii Swordfighter}}||[[Stone Scabbard]] (hit 1)||4
|-
|rowspan=3|{{SSBU|Mr. Game & Watch}}||Rapid jab||4
|-
|Forward aerial (hit 1)||5
|-
|[[Fire]] (hit 1)||10
|-
|{{SSBU|Pac-Man}}||Neutral attack (hit 1)||4
|-
|{{SSBU|Palutena}}||Neutral attack (hit 1)||4
|-
|rowspan=2|{{SSBU|Piranha Plant}}||Neutral attack (hit 2)||6
|-
|Rapid jab||4<ref>3 prior to update 3.1.0.</ref>
|-
|{{SSBU|Pit}}||Neutral attack (hits 1-2)||2
|-
|{{SSBU|R.O.B.}}||Neutral attack (hit 1)||5
|-
|rowspan=2|{{SSBU|Richter}}||Neutral attack (hits 1-2)||2
|-
|Rapid jab||3
|-
|{{SSBU|Ridley}}||Rapid jab||2
|-
|{{SSBU|Robin}}||Neutral attack (hits 1-2 and rapid jab)||2
|-
|rowspan=4|{{SSBU|Rosalina & Luma}}||Neutral attack (Rosalina, hit 1; Luma, hit 2)||6
|-
|Neutral attack (Luma, hit 1)||5
|-
|Neutral attack (Rosalina, hit 2)||8
|-
|Neutral attack (Rosalina, hit 3; rapid jab)||3
|-
|rowspan=3|{{SSBU|Ryu}}||Forward tilt (tapped, close)||2
|-
|Down tilt (tapped)||1<ref name="patch"/>
|-
|[[Shakunetsu Hadoken]] (loop hits)||4
|-
|rowspan=2|{{SSBU|Samus}}||Neutral attack (hit 1)||4
|-
|Up aerial (loop hits)||-10<ref name="negative"/>
|-
|{{SSBU|Sheik}}||Rapid jab||2
|-
|rowspan=2|{{SSBU|Shulk}}||Neutral attack (hit 1)||2
|-
|Neutral attack (hit 2)||5
|-
|rowspan=2|{{SSBU|Simon}}||Neutral attack (hits 1-2)||2
|-
|Rapid jab||3
|-
|rowspan=2|{{SSBU|Snake}}||Neutral attack (hit 1)||rowspan=2|2
|-
|Forward tilt (hit 1)
|-
|rowspan=2|{{SSBU|Sonic}}||Neutral attack (hit 1)||8
|-
|Neutral attack (hit 2)||4
|-
|{{SSBU|Villager}}||Neutral attack (hits 1-2)||2
|-
|{{SSBU|Wii Fit Trainer}}||Neutral attack (hit 1)||4
|-
|{{SSBU|Young Link}}||Rapid jab||2
|-
|rowspan=2|{{SSBU|Zelda}}||Neutral attack (hit 1)||2
|-
|Rapid jab||3
|-
|rowspan=2|{{SSBU|Zero Suit Samus}}||Neutral attack (hit 1)||10/6/2/2<ref>From closest hitbox to farthest.</ref>
|-
|[[Plasma Whip]] (loop hits)||4
|}
 
==Notes/References==
{{reflist}}
{{reflist}}