Flinch: Difference between revisions

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[[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 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>.
'''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 [[Electric Attack|electric attacks]] such as [[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>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>.


==Attacks that do not cause flinching==
==Attacks that do not cause flinching==
*[[Fox (SSBB)|Fox]]'s [[Blaster]] (except in SSB)
*[[Fox (SSBB)|Fox]]'s [[Blaster]] (except in ''[[Super Smash Bros.]]'')
*[[Mario (SSBB)|Mario]]'s [[F.L.U.D.D.]] (no damage)
*[[Mario (SSBB)|Mario]]'s [[F.L.U.D.D.]] (no [[damage]])
*[[Dr. Mario (SSBM)|Dr. Mario]]'s and [[Mario (SSBB)|Mario]]'s [[Cape]]
*[[Dr. Mario (SSBM)|Dr. Mario]]'s and Mario's [[Cape]]
*[[Squirtle (SSBB)|Squirtle]]'s charged [[Water Gun]] (no damage)
*[[Squirtle (SSBB)|Squirtle]]'s charged [[Water Gun]] (no damage)
*[[Link (SSBB)|Link]]'s [[Gale Boomerang]] (on the return) (no damage)
*[[Link (SSBB)|Link]]'s [[Gale Boomerang]] (on the return) (no damage)
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*[[Snake (SSBB)|Snake]]'s thrown [[Grenade]] (not the explosion)
*[[Snake (SSBB)|Snake]]'s thrown [[Grenade]] (not the explosion)
*[[Olimar (SSBB)|Olimar]]'s [[Pikmin (species)|Pikmin]] when [[Pikmin Throw|latched on]]
*[[Olimar (SSBB)|Olimar]]'s [[Pikmin (species)|Pikmin]] when [[Pikmin Throw|latched on]]
*Some of [[Olimar (SSBB)|Olimar]]'s non Pikmin based attacks; when hit only with the antenna (such as his d-tilt from far enough).
*Some of Olimar's non Pikmin based attacks; when hit only with the antenna (such as his [[down tilt]] from far enough).
*[[Mr. Game & Watch (SSBB)|Mr. Game & Watch]]'s [[Judge]] when holding a card of 1  
*[[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 flame of [[Charizard (SSBB)|Charizard]]'s [[forward aerial]]
*The rain that occurs in the "Kitty Cover" game in the stage [[WarioWare, Inc.]]
*The rain that occurs in the "Kitty Cover" game in the stage [[WarioWare, Inc.]]
*[[Glancing Blows]] (no damage)
*[[Glancing Blows]] (no damage)
*[[Kyogre]] (no damage from its Hydro Pump)
*[[Kyogre]] (no damage from its Hydro Pump)
*The [[Bulborb|Bulborb attack]] from [[Olimar (SSBB)|Olimar's]] [[Final Smash]], [[End of Day]].
*The [[Bulborb|Bulborb attack]] from Olimar's [[Final Smash]], [[End of Day]].


==Attacks that cause flinching with no knockback==
==Attacks that cause flinching with no knockback==
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*Most first or first and second hit of [[jab]]s.
*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 [[Neutral aerial]]
*First three hits of [[Snake (SSBB)|Snake]]'s [[Down aerial]]
*First three hits of Snake's Down aerial
*First hit of [[Snake (SSBB)|Snake]]'s [[Forward tilt]] (on grounded characters)
*First hit of Snake's [[Forward tilt]] (on grounded characters)
*First hit of [[R.O.B. (SSBB)|R.O.B.]]'s up tilt.
*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.'s down smash.
*First four hits of [[R.O.B. (SSBB)|R.O.B.]]'s up aerial.
*First four hits of R.O.B.'s up aerial.
*[[Luigi (SSBB)|Luigi's]] [[Super Jump Punch]] (in Melee and Brawl, non-sweetspotted)
*[[Luigi (SSBB)|Luigi's]] [[Super Jump Punch]] (in Melee and Brawl, non-sweetspotted)
*[[Falco (SSBB)|Falco's]] [[blaster]]
*[[Falco (SSBB)|Falco's]] Blaster
*[[Fox (SSB)|Fox's]] [[blaster]] (SSB only)
*[[Fox (SSB)|Fox's]] Blaster (''SSB'' only)
*[[Smart Bomb]] (only when it does the echoing sound)
*[[Smart Bomb]] (only when it does the echoing sound)
*[[Wolf (SSBB)|Wolf's]] [[blaster]] (only the laser)
*[[Wolf (SSBB)|Wolf's]] Blaster (only the laser)
*[[Diddy Kong (SSBB)|Diddy's]] first hit of forward smash
*[[Diddy Kong (SSBB)|Diddy's]] first hit of forward smash


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*[[Super Mushroom]]
*[[Super Mushroom]]
*[[Starman (item)|Starman]]
*[[Starman (item)|Starman]]
*Certain [[Stickers]] (only in ''[[The Subspace Emissary]]'' and ''[[Boss Battles Mode]]'' in ''Brawl'')
*Certain [[Stickers]] (only in [[Adventure Mode: The Subspace Emissary]] and [[Boss Battles Mode]] in ''Brawl'')
*Any moves that offer [[knockback resistance]].
*Any moves that offer [[knockback resistance]].
*Using an aerial attack or [[Air dodging|air dodge]] (Brawl only and advisable to use fastest aerial in a character's arsenal)
*Using an aerial attack or [[Air dodging|air dodge]] (Brawl only and advisable to use fastest aerial in a character's arsenal)
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In the original ''[[Super Smash Bros.]]'', hitstun is extremely high. This means 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 the original ''[[Super Smash Bros.]]'', hitstun is extremely high. This means 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 ''[[Super Smash Bros. Melee]]'', hitstun is lowered slightly, but is not lowered the 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 severely lowered. The opponent suffers very little stun after being hit, and air dodging decreases it even further. Thus, the game has hardly any real combos. Some exceptions are [[Peach (SSBB)|Peach]], [[Sheik (SSBB)|Sheik]], [[Kirby (SSBB)|Kirby]], and [[Meta Knight (SSBB)|Meta Knight]], who all have fast enough moves (or a select few, in Peach's case) to combo fairly well. 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. However, these can be DI'd out of with near perfect SDI, and the combos rarely exceed two or three hits.
In ''[[Super Smash Bros. Brawl]]'', hitstun is severely lowered. The opponent suffers very little stun after being hit, and air dodging decreases it even further. Thus, the game has hardly any real combos. Some exceptions are [[Peach (SSBB)|Peach]], [[Sheik (SSBB)|Sheik]], [[Kirby (SSBB)|Kirby]], and [[Meta Knight (SSBB)|Meta Knight]], who all have fast enough moves (or a select few, in Peach's case) to combo fairly well. Notable combos include Peach's down aerial to up aerial tactics, Sheik's Forward Tilt Lock, Meta Knight's up aerial chaining, and Kirby's Forward Throw combos. However, these can be DI'd out of with near perfect SDI, and the combos rarely exceed two or three hits.


==External Links==
==External links==
<references/>
<references/>
{{reflist}}
{{reflist}}

Revision as of 21:28, December 29, 2010

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

Attacks that cause flinching with no knockback

Ways to prevent/reduce flinching

In the original Super Smash Bros., hitstun is extremely high. This means 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 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 severely lowered. The opponent suffers very little stun after being hit, and air dodging decreases it even further. Thus, the game has hardly any real combos. Some exceptions are Peach, Sheik, Kirby, and Meta Knight, who all have fast enough moves (or a select few, in Peach's case) to combo fairly well. Notable combos include Peach's down aerial to up aerial tactics, Sheik's Forward Tilt Lock, Meta Knight's up aerial chaining, and Kirby's Forward Throw combos. However, these can be DI'd out of with near perfect SDI, and the combos rarely exceed two or three hits.

External links