Flinch: Difference between revisions
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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. There are certain attacks that do not cause flinching, and ways for a character to avoid flinching. The amount of flinching is referred to as hitstun. Some attacks cause flinching without any knockback whatsoever. | '''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. There are certain attacks that do not cause flinching, and ways for a character to avoid flinching. The amount of flinching is referred to as hitstun. Some attacks cause flinching without any knockback whatsoever. It is used for combos in all 3 smash games. | ||
==Attacks that do not cause flinching== | ==Attacks that do not cause flinching== | ||
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*Certain [[Stickers]] (only in the Subspace Emissary) | *Certain [[Stickers]] (only in the Subspace Emissary) | ||
*Any moves that offer [[knockback resistance]]. | *Any moves that offer [[knockback resistance]]. | ||
*Airdodging (Brawl only) | |||
In the original [[Super Smash Bros.]], hitstun was extremely high. This meant that this game had the most extreme and arguably best combos, allowing almost every character to have a 0-death combo. | |||
In Melee, hitstun was lowered but wasn't lowered so much that it didn't allow for any combos, because it still allowed for several, such as the [[Ken combo]]. The Top, High and Middle tiers all operated mostly on combo ability. | |||
In Brawl, hitstun was severly lowered, something that the game is often critisized for. The opponent suffers very little stun after being hit and airdodging decreases it even further, meaning that the game has hardly any combos. | |||
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[[category:terms]] | [[category:terms]] |
Revision as of 13:27, August 21, 2008
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. There are certain attacks that do not cause flinching, and ways for a character to avoid flinching. The amount of flinching is referred to as hitstun. Some attacks cause flinching without any knockback whatsoever. It is used for combos in all 3 smash games.
Attacks that do not cause flinching
- Fox's Blaster
- Mario's F.L.U.D.D. and Cape
- Squirtle's charged Water Gun
- Luigi's Super Jump Punch (only in Melee)
- Snake's Grenade (the actual Grenade; not the explosion)
- Olimar's Pikmin when latched on.
- The Bulborbs of Olimar's End of Day
- The flame of Charizard's forward aerial
- The rain that occurs in the "Kitty Cover" game in the stage WarioWare, Inc.
- Glancing Blows
Attacks that cause flinching with no knockback
- First hit of Snake's Forward tilt
- Luigi's Super Jump Punch (in Brawl, non-sweetspotted)
Ways to prevent/reduce flinching
- Metal Box
- Super Mushroom
- Certain Stickers (only in the Subspace Emissary)
- Any moves that offer knockback resistance.
- Airdodging (Brawl only)
In the original Super Smash Bros., hitstun was extremely high. This meant that this game had the most extreme and arguably best combos, allowing almost every character to have a 0-death combo.
In Melee, hitstun was lowered but wasn't lowered so much that it didn't allow for any combos, because it still allowed for several, such as the Ken combo. The Top, High and Middle tiers all operated mostly on combo ability.
In Brawl, hitstun was severly lowered, something that the game is often critisized for. The opponent suffers very little stun after being hit and airdodging decreases it even further, meaning that the game has hardly any combos.