Hitstun: Difference between revisions

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==In ''[[Super Smash Bros. Brawl]]''==
==In ''[[Super Smash Bros. Brawl]]''==
''Brawl'' has the same hitstun multiplier ''Melee'' has. However, when hit by an attack that causes [[tumbling]] (or [[reeling]]), characters can now [[air dodge]] after 13 frames and use an [[aerial attack]] after 25 frames out of hitstun, regardless of the actual amount of hitstun they sustained. This new mechanic, known as '''hitstun canceling''', drastically reduces the amount of actual hitstun characters have to sustain upon being hit, especially at higher knockback. For example, while a character sustaining 100 units of knockback in ''Melee'' will be in hitstun for 40 frames, that character will be in actual hitstun for only 13 frames in ''Brawl'' if they air dodge or 25 frames if they attack, and if that knockback value is doubled, the ''Melee'' character would sustain an inescapable 80 frames of hitstun, while the ''Brawl'' character will still only sustain 13 or 25 frames of hitstun.
''Brawl'' has the same hitstun multiplier ''Melee'' has. However, when hit by an attack that causes [[tumbling]] (or [[reeling]]), characters can now [[air dodge]] after 13 frames and use an [[aerial attack]] after 25 frames out of hitstun, regardless of the actual amount of hitstun they sustained. This new mechanic, known as [[hitstun canceling]], drastically reduces the amount of actual hitstun characters have to sustain upon being hit, especially at higher knockback. For example, while a character sustaining 100 units of knockback in ''Melee'' will be in hitstun for 40 frames, that character will be in actual hitstun for only 13 frames in ''Brawl'' if they air dodge or 25 frames if they attack, and if that knockback value is doubled, the ''Melee'' character would sustain an inescapable 80 frames of hitstun, while the ''Brawl'' character will still only sustain 13 or 25 frames of hitstun.


This change drastically reduces the amount of true combos, and means the only attacks that can truly combo are those that deal low enough knockback to not cause tumbling while having low enough ending/landing lag to followup (such as [[chain throw]]s and {{mvsub|Sheik|SSBB|forward tilt|poss=y}}), and at tumble percentages, very few attacks, if any, are fast enough to followup within 13 frames before the opponent can air dodge, such as {{mvsub|Meta Knight|SSBB|up aerial|poss=y}}. Any attack that deals even slightly more knockback or has slightly more ending lag will require the player to read the opponent's action to successfully followup. This new mechanic also allows launched characters to act before their knockback wears off, which allows characters to perform certain actions during knockback to [[momentum canceling|reduce their aerial momentum]], allowing them to survive blows that would have otherwise KO'd.
This change drastically reduces the amount of true combos, and means the only attacks that can truly combo are those that deal low enough knockback to not cause tumbling while having low enough ending/landing lag to followup (such as [[chain throw]]s and {{mvsub|Sheik|SSBB|forward tilt|poss=y}}), and at tumble percentages, very few attacks, if any, are fast enough to followup within 13 frames before the opponent can air dodge, such as {{mvsub|Meta Knight|SSBB|up aerial|poss=y}}. Any attack that deals even slightly more knockback or has slightly more ending lag will require the player to read the opponent's action to successfully followup. This new mechanic also allows launched characters to act before their knockback wears off, which allows characters to perform certain actions during knockback to [[momentum canceling|reduce their aerial momentum]], allowing them to survive blows that would have otherwise KO'd.
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