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Flinch: Difference between revisions

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(ugh this is very poor and confused, will try to redo it later)
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[[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 [[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 attack with the [[electric]] effect such as [[Captain Falcon]]'s [[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>
{{cite web
| url = http://www.youtube.com/watch?v=27cGRMHhqyw
| title = SSBB : Zelda and Timer Combos
| accessdate =
| accessmonthday = 1 Feb
| accessyear = 2011
| last =
| first =
| date = 28 May, 2008
| format = video
| publisher = YouTube
}}</ref><ref>http://www.youtube.com/video_response_view_all?v=oGwdYj1OhNY Other Timer combos</ref>.


==Attacks that do not cause flinching==
'''Flinching''' is when a character's current action is interrupted by being attacked and replaced with a short animation of "ow I got hit". The knockback dealt affects how strong the flinch is - weak attacks incur only a few frams 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.
*[[Fox (SSBB)|Fox]]'s [[Blaster]] (except in ''[[Super Smash Bros.]]'')
*[[Mario (SSBB)|Mario]]'s [[F.L.U.D.D.]] (no [[damage]])
*[[Dr. Mario (SSBM)|Dr. Mario]]'s Super Sheet and 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'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
*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)
*[[Kyogre]] (no damage from its Hydro Pump)
*The [[Bulborb|Bulborb attack]] from Olimar's [[Final Smash]], [[End of Day]].


==Attacks that cause flinching with no knockback==
As flinching is directly related to knockback received, reducing knockback through a [[sticker]], increasing weight through a [[Super Mushroom]] or [[Metal Box]], or using a move with [[launch resistance]] will also make it more difficult to flinch.
*First hit of [[Lucario (SSBB)|Lucario]]'s [[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's Down aerial
*First hit of Snake's [[Forward tilt]] (on grounded characters)
*First hit of [[R.O.B. (SSBB)|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 (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 with the first hit from a dud)
*[[Wolf (SSBB)|Wolf's]] Blaster (only the laser)
*[[Diddy Kong (SSBB)|Diddy's]] first hit of his forward smash
*The attack of the [[Assist Trophy]] [[Metroid (creature)|Metroid]]
*[[Glancing blow]]s in ''Melee''


==Ways to prevent/reduce flinching==
*[[Metal Box]]
*[[Super Mushroom]]
*[[Starman (item)|Starman]]
*Certain [[Stickers]] (only in [[Adventure Mode: The Subspace Emissary]] in ''Brawl'')
*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)
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 lowered even more. The opponent suffers less stun after being hit, and air dodging decreases it even further. Thus, the game does not have many real combos.
==External links==
<references/>
{{reflist}}
[[Category:Gameplay]]
[[Category:Gameplay]]
[[Category:Game Physics]]
[[Category:Game Physics]]
[[Category:Terms]]
[[Category:Terms]]

Revision as of 08:54, September 13, 2012

Flinching is when a character's current action is interrupted by being attacked and replaced with a short animation of "ow I got hit". The knockback dealt affects how strong the flinch is - weak attacks incur only a few frams 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.

As flinching is directly related to knockback received, reducing knockback through a sticker, increasing weight through a Super Mushroom or Metal Box, or using a move with launch resistance will also make it more difficult to flinch.