Super Smash Bros. series

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:''Not to be confused with [[hitlag]].''
:''Not to be confused with [[hitstun]].''
[[File:Flinch.jpg|thumb|right|240px|{{SSB4|Bayonetta}} flinching.]]
[[File:Flinch.jpg|thumb|240px|{{SSB4|Bayonetta}} flinching in ''Smash 4''.]]
A '''flinch''' is the reflex all characters make when their current action is interrupted by an attack. The interrupted action is replaced with a short animation of being hit. The knockback dealt affects how strong the flinch is - weak attacks incur only a few frames of flinching, while stronger ones can deal about three times as much (and for some characters, even more if their legs are struck), but those strong enough to cause [[tumbling]] skip the flinch animation altogether. As a result, attacks that do not cause any knockback will not cause flinching, and neither will attacks that deal no damage.
'''Flinching''' is an animation used by every character when their current action is interrupted by an attack. The interrupted action is replaced with an animation of being hit, with the character reacting differently to the attack depending on its [[knockback]] strength and which part of their body is hit (for example, rearing their head back if hit high, or kneeling if hit low). The length of the flinch animation is correlated to the attack's [[hitstun]], which itself is directly determined by knockback; as a result, stronger attacks cause longer and more exaggerated flinch animations, while attacks that do not deal any knockback will not cause flinching. If an attack deals high enough knockback, characters are sent into [[tumbling]] after their flinching animation. However, [[windbox]]es are able to deal flinchless knockback to fighters, manifested by simply pushing them around.


As flinching is directly related to knockback received, reducing knockback through a [[sticker]] or [[Equipment]], increasing weight through a [[Super Mushroom]] or [[Metal Box]], or using a move with [[armor]] will also make it more difficult (or impossible) to flinch. [[Metal Mario]], [[Bowser]], and [[Giga Bowser]] in Melee are examples of characters that don't flinch when hit with weak attacks due to their heavy weight. However, they will start flinching when their damage is at a high enough percentage.
As flinching is directly related to knockback received, reducing knockback through a [[sticker]] or [[Equipment]], increasing [[weight]] through a [[Super Mushroom]] or [[Metal Box]], or using a move with [[armor]], will also make it more difficult (or impossible) to flinch. [[Metal Mario]] and [[Giga Bowser]] (in ''[[Super Smash Bros. Melee]]'' only) are a few examples of characters who don't flinch when hit with low knockback attacks, due to a combination of their weight, along with the inclusion of armor or knockback taken multipliers. [[Bowser]] in ''[[Super Smash Bros. 4]]'' onward, as well as {{SSBU|Kazuya}} in ''[[Super Smash Bros. Ultimate]]'', have [[fighter abilities]] that prevent them from flinching when hit by attacks that deal below a certain amount of knockback.


Flinches can make characters vulnerable to combos, and the lag from them can sometimes guarantee a followup with a stronger attack or a [[grab]]. A prime example is the [[jab grab]] in ''[[Super Smash Bros.]]'' ({{SSBB|Captain Falcon}} can do a similar technique in ''[[Super Smash Bros. Brawl|Brawl]]''), or the [[jab]]-to-[[up smash]] combo that works with [[Fox]] in both ''Super Smash Bros.'' and ''[[Super Smash Bros. Melee|Melee]]''.
Flinching while [[charging]] an attack or [[special move]] will cause the charge to be lost, regardless of whether any charge had been saved previously. {{SSBM|Mewtwo}} does not lose [[Shadow Ball|its projectile]]'s charge if it flinches, though this is only the case for when it is about to fire the projectile, not while it is actually charging.


Flinching while [[charge|charging]] an attack or [[special move]] will cause the charge to be lost, regardless of whether any charge had been saved previously. {{SSBM|Mewtwo}} does not lose [[Shadow Ball|its projectile]]'s charge if it flinches, though this is only the case for when it is about to fire the projectile, not while it is actually charging.
Flinching does not strictly apply to playable characters. [[Phosphora]] can flinch in ''Smash 4'' when attacked, as can most [[Assist Trophies]] in ''Ultimate''. [[Petey Piranha]], a [[boss]] in ''[[Super Smash Bros. Brawl]]'', may also flinch when attacked.


Flinching does not strictly apply to playable characters. [[Phosphora]], an [[Assist Trophy]] in ''[[Super Smash Bros. 4]]'', will flinch when attacked. [[Petey Piranha]], a [[boss]] in ''[[Super Smash Bros. Brawl|Brawl]]'', may also flinch when attacked.
==Flinching animations==
In all ''Super Smash Bros.'' games, every character has multiple flinching animations. On the ground, they are split into three height categories — high, central, and low — depending on the specific [[hurtbox]] struck, and three intensities — weak, medium, and strong — depending on the attack's knockback, leading to nine possible flinching animations. Internally, these are first referred to by height, then by strength; for example, '''DamageHi1''', '''DamageN2''', and '''DamageLw3''' refer to the characters' high weak, medium central, and low strong flinching animations. Medium flinch animations require the character to take at least 12 frames of [[hitstun]] (15 frames in ''Ultimate''), equivalent to at least 30 units of knockback (37.5 units in ''Ultimate''), while heavy flinch animations require them to take at least 21 frames of hitstun (equivalent to at least 52.5 units of knockback). If hit in the air or off the ground, characters initially only have three flinching animations depending on knockback strength (known internally as '''DamageAir1''', '''DamageAir2''', and '''DamageAir3'''), with height not being a factor.
 
If a character takes enough knockback to be sent [[tumbling]] (equivalent to at least 80 units of knockback, or 32 frames of hitstun), several other flinching animations are used. If the attack launches at an [[angle]] between 70° and 110° (ignoring [[directional influence]]), a homogeneous "high launch" animation is used (known internally as '''DamageFlyTop'''); otherwise, up to three launch animations are used depending on height (known internally as '''DamageFlyHi''', '''DamageFlyN''', and '''DamageFlyLw'''). In ''Ultimate'', the high launch animation modifies characters' [[falling speed]] and [[gravity]] during knockback, homogenizing the effect of vertical launch speed on them; in other games, it has no practical difference other than their hurtboxes being shifted differently. Additionally, if the character has accumulated at least 100% [[damage]] and is not sent into the high launch animation, they have a 30% chance of using a [[reeling]] animation instead (known internally as '''DamageFlyRoll''').
 
Later ''Smash'' games add a few more flinching animations. From ''Brawl'' onward, characters hit by [[electric]] or [[paralysis|paralyzing]] attacks undergo a more realistic electrocution animation (known internally as '''DamageElec''') during [[hitlag]] or paralysis, respectively. In ''Smash 4'' and ''Ultimate'', hitting a character from behind with [[Shulk]]'s [[Back Slash]] causes them to use a single launch animation where they remain facing away, which is the same as the animation when bouncing off walls (known internally as '''WallDamage'''). In ''Ultimate'', this is used when a character is hit from behind by any attack that deals tumbling-level knockback, preventing them from turning around like in previous games; for lower knockback strengths, the standard flinching animations are used depending on the circumstance, except the character doesn't turn around until near the end of the animation. Additionally, ''Ultimate'' introduces a unique flinching animation for characters launched by a meteor smash when their damage is 100% or more (known internally as '''DamageFlyMeteor'''), which overrides the the normal launch animations outside of reeling.
 
To summarize, there are a total of 17 possible flinching animations in ''Smash 64'' and ''Melee'', 18 in ''Brawl'', 19 in ''Smash 4'', and 20 in  ''Ultimate''.


[[Category:Game physics]]
[[Category:Game physics]]

Revision as of 10:39, April 12, 2023

Not to be confused with hitstun.
Bayonetta flinching.
Bayonetta flinching in Smash 4.

Flinching is an animation used by every character when their current action is interrupted by an attack. The interrupted action is replaced with an animation of being hit, with the character reacting differently to the attack depending on its knockback strength and which part of their body is hit (for example, rearing their head back if hit high, or kneeling if hit low). The length of the flinch animation is correlated to the attack's hitstun, which itself is directly determined by knockback; as a result, stronger attacks cause longer and more exaggerated flinch animations, while attacks that do not deal any knockback will not cause flinching. If an attack deals high enough knockback, characters are sent into tumbling after their flinching animation. However, windboxes are able to deal flinchless knockback to fighters, manifested by simply pushing them around.

As flinching is directly related to knockback received, reducing knockback through a sticker or Equipment, increasing weight through a Super Mushroom or Metal Box, or using a move with armor, will also make it more difficult (or impossible) to flinch. Metal Mario and Giga Bowser (in Super Smash Bros. Melee only) are a few examples of characters who don't flinch when hit with low knockback attacks, due to a combination of their weight, along with the inclusion of armor or knockback taken multipliers. Bowser in Super Smash Bros. 4 onward, as well as Kazuya in Super Smash Bros. Ultimate, have fighter abilities that prevent them from flinching when hit by attacks that deal below a certain amount of knockback.

Flinching while charging an attack or special move will cause the charge to be lost, regardless of whether any charge had been saved previously. Mewtwo does not lose its projectile's charge if it flinches, though this is only the case for when it is about to fire the projectile, not while it is actually charging.

Flinching does not strictly apply to playable characters. Phosphora can flinch in Smash 4 when attacked, as can most Assist Trophies in Ultimate. Petey Piranha, a boss in Super Smash Bros. Brawl, may also flinch when attacked.

Flinching animations

In all Super Smash Bros. games, every character has multiple flinching animations. On the ground, they are split into three height categories — high, central, and low — depending on the specific hurtbox struck, and three intensities — weak, medium, and strong — depending on the attack's knockback, leading to nine possible flinching animations. Internally, these are first referred to by height, then by strength; for example, DamageHi1, DamageN2, and DamageLw3 refer to the characters' high weak, medium central, and low strong flinching animations. Medium flinch animations require the character to take at least 12 frames of hitstun (15 frames in Ultimate), equivalent to at least 30 units of knockback (37.5 units in Ultimate), while heavy flinch animations require them to take at least 21 frames of hitstun (equivalent to at least 52.5 units of knockback). If hit in the air or off the ground, characters initially only have three flinching animations depending on knockback strength (known internally as DamageAir1, DamageAir2, and DamageAir3), with height not being a factor.

If a character takes enough knockback to be sent tumbling (equivalent to at least 80 units of knockback, or 32 frames of hitstun), several other flinching animations are used. If the attack launches at an angle between 70° and 110° (ignoring directional influence), a homogeneous "high launch" animation is used (known internally as DamageFlyTop); otherwise, up to three launch animations are used depending on height (known internally as DamageFlyHi, DamageFlyN, and DamageFlyLw). In Ultimate, the high launch animation modifies characters' falling speed and gravity during knockback, homogenizing the effect of vertical launch speed on them; in other games, it has no practical difference other than their hurtboxes being shifted differently. Additionally, if the character has accumulated at least 100% damage and is not sent into the high launch animation, they have a 30% chance of using a reeling animation instead (known internally as DamageFlyRoll).

Later Smash games add a few more flinching animations. From Brawl onward, characters hit by electric or paralyzing attacks undergo a more realistic electrocution animation (known internally as DamageElec) during hitlag or paralysis, respectively. In Smash 4 and Ultimate, hitting a character from behind with Shulk's Back Slash causes them to use a single launch animation where they remain facing away, which is the same as the animation when bouncing off walls (known internally as WallDamage). In Ultimate, this is used when a character is hit from behind by any attack that deals tumbling-level knockback, preventing them from turning around like in previous games; for lower knockback strengths, the standard flinching animations are used depending on the circumstance, except the character doesn't turn around until near the end of the animation. Additionally, Ultimate introduces a unique flinching animation for characters launched by a meteor smash when their damage is 100% or more (known internally as DamageFlyMeteor), which overrides the the normal launch animations outside of reeling.

To summarize, there are a total of 17 possible flinching animations in Smash 64 and Melee, 18 in Brawl, 19 in Smash 4, and 20 in Ultimate.