Flinch
Flinching, also called Hitstun is what happens to a character when they are hit by an attack. The character will be stunned 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 combos in all 3 smash games. Some powerful electric attacks such as Knee Smash, Samus's Charge Shot (fully charged), and Zelda's Lightning Kicks have a very long and noticeable hitstun, and using a Timer can amplify the affect, allowing the possibility of near-infinite combos[1][2].
Attacks that do not cause flinching
- Fox's Blaster (except in SSB)
- Mario's F.L.U.D.D. (no damage)
- Dr. Mario's and Mario's Cape
- Squirtle's charged Water Gun (no damage)
- Link's Gale Boomerang (on the return) (no damage)
- Ness's PSI Magnet (when finishing the attack) (no damage)
- Snake's thrown Grenade (not the explosion)
- Olimar's Pikmin when latched on
- Some of Olimar's attacks; when hit only with the antenna (such as his d-tilt from far enough).
- Mr. Game & Watch's Judge when holding a card of 1
- The flame of Charizard's forward aerial
- The rain that occurs in the "Kitty Cover" game in the stage WarioWare, Inc.
- Glancing Blows (no damage)
Attacks that cause flinching with no knockback
- First hit of Ganondorf's Down Smash
- First hit of Lucario Down aerial
- Most first or first and second hit of jabs.
- First three hits of Snake's Neutral aerial
- First three hits of Snake's Down aerial
- First hit of Snake's Forward tilt (on grounded characters)
- First hit of or Young Link's or Toon Link's Forward Smash
- First hit of R.O.B.'s up tilt.
- First four hits of R.O.B.'s down smash.
- First four hits of R.O.B.'s up aerial.
- Luigi's Super Jump Punch (in Melee and Brawl, non-sweetspotted)
- Falco's blaster
- Fox's blaster (SSB only)
- Smart Bomb (only when it does the echoing sound)
- Wolf's blaster (only the ammo part)
- Diddy's first hit of forward smash
Ways to prevent/reduce flinching
- Metal Box
- Super Mushroom
- Certain Stickers (only in The Subspace Emissary and Boss Battles Mode in Brawl)
- Any moves that offer knockback resistance.
- Using an aerial attack (Brawl only and best the fastest of all)
- Perfect Shielding
In the original Super Smash Bros., hitstun was extremely high. This meant that this game had the most extreme and arguably best combos in the series, allowing almost every character to have a 0-death combo.
In Melee, hitstun was lowered slightly, but wasn't lowered so much that it didn't allow for any combos, because it still allowed for many, such as the Ken combo. The majority of characters have some combos and 0-deaths are common . The Top, High, and Middle tiers all operated mostly on combo ability indicating that Melee was too broken.
In Brawl, hitstun was severely lowered, something that the game is often criticized for by pro Smashers. The opponent suffers very little stun after being hit, and air dodging decreases it even further. However, the game has still has a great number of true combos. Notable combos include Peach's Dair to Uair tactics, Sheik's Forward Tilt Lock, Meta Knight's Uair chaining, and Kirby's Forward Throw combos.
Perfect Shielding can be used to prevent knockback by beginning a L or R shield right as the opponent attacks, and releasing the shield immediately after the attack hits, where the shielded character will suffer little or no knockback at all. It will sometimes look like the character did not shield at all, but shielded during every frame the attack would hit the character.
External Links
- ^ http://www.youtube.com/watch?v=27cGRMHhqyw Zelda combos
- ^ http://www.youtube.com/video_response_view_all?v=oGwdYj1OhNY Other Timer combos