Flinch: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
m (→‎Ways to prevent/reduce flinching: whole paragraph seems to be grossly exaggerated and biased)
m (Fixed broken link)
Line 1: Line 1:
{{ArticleIcons|ssb=y|ssbm=y|ssbb=y}}
{{ArticleIcons|ssb=y|ssbm=y|ssbb=y}}
[[File:Zerosuit samus plasmawhip.jpg|[[Pit]] flinching by [[Zero Suit Samus]]' [[Plasma Whip]]|thumb|250px]]
[[File:Zerosuit samus plasmawhip.jpg|[[Pit]] flinching by [[Zero Suit Samus]]' [[Plasma Whip]]|thumb|250px]]
'''Flinching''', also called '''Hitstun''', is what happens to a character when they are hit by an attack. The character will be [[stun]]ned for a very short period of time, usually just enough to interrupt any attacks or movements. Specifically, flinching is basically an extremely small amount of hitstun. There are certain attacks that do not cause flinching, and ways for a character to avoid flinching. Some attacks cause flinching without any [[knockback]] whatsoever. It is used for [[combo]]s in all 3 smash games. Some powerful attack with the [[electric]] effect such as [[Captain Falcon]]'s [[Knee Smash]], [[Samus]]'s [[Charge Shot]] (fully charged), and [[Zelda]]'s [[Lightning Kick]]s have a very long and noticeable hitstun, and using a [[Timer]] can amplify the affect, allowing the possibility of near-[[infinite]] combos<ref>
'''Flinching''', also called '''Hitstun''', is what happens to a character when they are hit by an attack. The character will be [[stun]]ned for a very short period of time, usually just enough to interrupt any attacks or movements. Specifically, flinching is basically an extremely small amount of hitstun. There are certain attacks that do not cause flinching, and ways for a character to avoid flinching. Some attacks cause flinching without any [[knockback]] whatsoever. It is used for [[combo]]s in all 3 Smash games. Some powerful attack with the [[electric]] effect such as [[Captain Falcon]]'s [[Knee Smash]], [[Samus]]'s [[Charge Shot]] (fully charged), and [[Zelda]]'s [[Lightning Kick]]s have a very long and noticeable hitstun, and using a [[Timer]] can amplify the affect, allowing the possibility of near-[[infinite]] combos<ref>
{{cite web
{{cite web
| url = http://www.youtube.com/watch?v=27cGRMHhqyw
| url = http://www.youtube.com/watch?v=27cGRMHhqyw
Line 48: Line 48:
*[[Diddy Kong (SSBB)|Diddy's]] first hit of his forward smash
*[[Diddy Kong (SSBB)|Diddy's]] first hit of his forward smash
*The attack of the [[Assist Trophy]] [[Metroid (creature)|Metroid]]
*The attack of the [[Assist Trophy]] [[Metroid (creature)|Metroid]]
*[[Glancing blows]] in ''Melee''
*[[Glancing blow]]s in ''Melee''


==Ways to prevent/reduce flinching==
==Ways to prevent/reduce flinching==
Line 62: Line 62:
In ''[[Super Smash Bros. Melee]]'', hitstun is lowered slightly, but is not lowered the degree that it did not allow any combos. The majority of characters have some combos, but 0-deaths are rare (and those that exist require extremely quick fingers and lots of technical skill to utilize). The Top, High, and Middle tiers all operates mostly on combo ability.
In ''[[Super Smash Bros. Melee]]'', hitstun is lowered slightly, but is not lowered the degree that it did not allow any combos. The majority of characters have some combos, but 0-deaths are rare (and those that exist require extremely quick fingers and lots of technical skill to utilize). The Top, High, and Middle tiers all operates mostly on combo ability.


In ''[[Super Smash Bros. Brawl]]'', hitstun is lowered even more. The opponent suffers fewer stun after being hit, and air dodging decreases it even further. Thus, the game does not have many real combos.
In ''[[Super Smash Bros. Brawl]]'', hitstun is lowered even more. The opponent suffers less stun after being hit, and air dodging decreases it even further. Thus, the game does not have many real combos.


==External links==
==External links==