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Flinch

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Revision as of 17:16, September 5, 2011 by BlindColours (talk | contribs) (Undid edit by .....:no clear improvement)
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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 attack with the electric effect such as Captain Falcon's 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

  1. ^ SSBB : Zelda and Timer Combos (video). YouTube (28 May, 2008). Retrieved on 1 Feb, 2011.
  2. ^ http://www.youtube.com/video_response_view_all?v=oGwdYj1OhNY Other Timer combos