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Flinch: Difference between revisions

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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.
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.
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.


[[Category:Gameplay]]
[[Category:Gameplay]]
[[Category:Game Physics]]
[[Category:Game Physics]]
[[Category:Terms]]
[[Category:Terms]]

Revision as of 14:07, 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.

Flinching while charging an attack or special move will cause the charge to be lost, regardless of whether any charge had been saved previously.