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| {{ArticleIcons|ssb=y|ssbm=y|ssbb=y|unofficial=y}}
| | #REDIRECT [[Hitlag]] |
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| :''Not to be confused with [[hitstun]].''
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| [[File:Ftilt.gif|thumb|right|240px|An example of freeze frames in the first hitbox of [[Wolf (SSBB)|Wolf]]'s forward tilt.]]
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| '''Freeze frames''', (also known as '''hitlag''', officially known as '''impact stall'''), are a phenomenon that appears in all three games of the ''[[Super Smash Bros. series|Super Smash Bros.]]'' series whereby a [[character]] will freeze for a period of time after connecting with an [[attack]]. If successful with most attacks, both the attacker and target are frozen in time for a number of [[frames]]. This causes the attack to get "stuck" out longer than it would if it had not hit anything, while the target has a short time to react before the [[knockback]] occurs. This is most easily noticed in multi-hit attacks such as [[Yoshi]]'s [[down aerial]]; the attack takes less time to finish if it does not hit anything. Once the freeze frames have passed, both sides resume action.
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| The number of freeze frames (i.e. the length of the freeze) depends on the attack - weak, normal attacks such as [[Mario]]'s [[neutral attack|neutral punch]] have minimal freeze frames, but the freeze frames of strong, [[electric]], and/or [[sweet spot (hitbox)|sweetspotted]] attacks can last as long as half a second. Freeze frames are also exaggerated if two attacks clash, or the attack is [[perfect shield]]ed. In the latter case, the attacker suffers from hitstun while the defender receives none. If either side is under a time-slowing status, their freeze frames will be affected, but the other side's will not, causing the two to unfreeze at different times.
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| [[File:Brawl-ZeroSuitSamus-SideSpecial.gif|thumb|Another example in [[Zero Suit Samus (SSBB)|Zero Suit Samus]]' forward smash.]]
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| Freeze frames only affect the object that deals the [[damage]]; all other game elements are uninterrupted. For example, [[Captain Falcon]] will be frozen for half a second upon a sweetspotted [[Knee Smash]], while [[Samus]]' movement is not interrupted by a [[Charge Shot]] hitting something. Freeze frames affect the attacker as long as the attack connects, even if it deals no [[damage]]; as a result hitting opponents with [[invincibility]] will still produce freeze frames for the attacker.
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| [[Category:Game Physics]]
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Latest revision as of 19:53, March 20, 2020