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[[File:Zerosuit samus plasmawhip.jpg|[[Pit]] flinching by [[Zero Suit Samus]]' [[Plasma Whip]]|thumb|250px]]
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'''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 Attack|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<ref>http://www.youtube.com/watch?v=27cGRMHhqyw Zelda combos</ref><ref>http://www.youtube.com/video_response_view_all?v=oGwdYj1OhNY Other Timer combos</ref>.
:''Not to be confused with [[hitstun]].''
[[File:Flinch.jpg|thumb|240px|{{SSB4|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, [[windbox]]es are able to deal flinchless knockback to fighters, manifested by simply pushing them around.


==Attacks that do not cause flinching==
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.
*[[Fox (SSBB)|Fox]]'s [[Blaster]] (except in SSB)
*[[Mario (SSBB)|Mario]]'s [[F.L.U.D.D.]] (no damage)
*[[Dr. Mario (SSBM)|Dr. Mario]]'s and [[Mario (SSBB)|Mario]]'s [[Cape]]
*[[Squirtle (SSBB)|Squirtle]]'s charged [[Water Gun]] (no damage)
*[[Link (SSBB)|Link]]'s [[Gale Boomerang]] (on the return) (no damage)
*[[Ness (SSBB)|Ness]]'s [[PSI Magnet]] (when finishing the attack) (no damage)
*[[Snake (SSBB)|Snake]]'s thrown [[Grenade]] (not the explosion)
*[[Olimar (SSBB)|Olimar]]'s [[Pikmin (species)|Pikmin]] when [[Pikmin Throw|latched on]]
*Some of [[Olimar (SSBB)|Olimar]]'s attacks; when hit only with the antenna (such as his d-tilt from far enough).
*[[Mr. Game & Watch (SSBB)|Mr. Game & Watch]]'s [[Judge]] when holding a card of 1
*The flame of [[Charizard  (SSBB)|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==
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.
*First hit of [[Ganondorf (SSBB)|Ganondorf]]'s [[Down Smash]]
*First hit of [[Lucario (SSBB)|Lucario]] [[Down aerial]]
*Most first or first and second hit of [[jab]]s.
*First three hits of [[Snake (SSBB)|Snake]]'s [[Neutral aerial]]
*First three hits of [[Snake (SSBB)|Snake]]'s [[Down aerial]]
*First hit of [[Snake (SSBB)|Snake]]'s [[Forward tilt]] (on grounded characters)
*First hit of or [[Young Link (SSBM)|Young Link]]'s or [[Toon Link (SSBB)|Toon Link]]'s [[Forward Smash]]
*First hit of [[R.O.B. (SSBB)|R.O.B.]]'s up tilt.
*First four hits of [[R.O.B. (SSBB)|R.O.B.]]'s down smash.
*First four hits of [[R.O.B. (SSBB)|R.O.B.]]'s up aerial.
*[[Luigi (SSBB)|Luigi's]] [[Super Jump Punch]] (in Melee and Brawl, non-sweetspotted)
*[[Falco (SSBB)|Falco's]] [[blaster]]
*[[Fox (SSB)|Fox's]] [[blaster]] (SSB only)
*[[Smart Bomb]] (only when it does the echoing sound)
*[[Wolf (SSBB)|Wolf's]] [[blaster]] (only the ammo part)
*[[Diddy Kong (SSBB)|Diddy's]] first hit of forward smash


==Ways to prevent/reduce flinching==
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.
*[[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.
==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.


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.
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''').


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.  
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 normal launch animations outside of reeling.
===External Links===
 
<references/>
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''.
{{reflist}}
 
[[category:terms]]
[[Category:Game physics]]

Latest revision as of 17:07, March 28, 2024

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[edit]

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 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.