Glancing blow: Difference between revisions

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In ''Melee'', glancing blows are commonly called "phantom hits", as they weren't given an official name until ''[[Super Smash Bros. Brawl]]''. Such hits occur when a hitbox connects less than 0.01 units through a hurtbox and do half [[damage]] with no [[knockback]] or [[flinch]]ing, with the attacker not subjected to any [[freeze frame]]s (but the defender is). There is nothing indicating that a phantom hit was made and the damage dealt by it is not applied until the defender's freeze frames run out, allowing the move a chance to connect fully on a later freeze frame. A phantom hit does not count as hitting the target, so this behaviour can cause the move to hit twice (once with the phantom hit and again with the proper hit) if full contact is made after freeze frames have ended and phantom hit damage has been applied - this requires the move to have a hitbox that lasts longer than the freeze frames it applies. It is possible to [[SDI]] during the hitlag, but only if already in a knockback action from being hit with something else. Phantom hits can never be [[ASDI]]ed. A phantom hit will count toward the [[Stale-move negation|stale move]]s queue.
In ''Melee'', glancing blows are commonly called "phantom hits", as they weren't given an official name until ''[[Super Smash Bros. Brawl]]''. Such hits occur when a hitbox connects less than 0.01 units through a hurtbox and do half [[damage]] with no [[knockback]] or [[flinch]]ing, with the attacker not subjected to any [[freeze frame]]s (but the defender is). There is nothing indicating that a phantom hit was made and the damage dealt by it is not applied until the defender's freeze frames run out, allowing the move a chance to connect fully on a later freeze frame. A phantom hit does not count as hitting the target, so this behaviour can cause the move to hit twice (once with the phantom hit and again with the proper hit) if full contact is made after freeze frames have ended and phantom hit damage has been applied - this requires the move to have a hitbox that lasts longer than the freeze frames it applies. It is possible to [[SDI]] during the hitlag, but only if already in a knockback action from being hit with something else. Phantom hits can never be [[ASDI]]ed. A phantom hit will count toward the [[Stale-move negation|stale move]]s queue.


Some characters with enough multi-frame attacks happen to benefit from a glancing blow. Examples include {{SSBM|Link}}'s up special, as well as that of his clone, {{SSBM|Young Link}}, to a lesser extent. {{SSBM|Marth}}, {{SSBM|Sheik}}, {{SSBM|Peach}}, {{SSBM|Captain Falcon}}, {{SSBM|Dr. Mario}}, {{SSBM|Luigi}}, {{SSBM|Mario}}, {{SSBM|Roy}}, and {{SSBM|Bowser}}'s down smashes also exhibit this trait.
A semi-common example of this phenomenon in competitive play involves {{SSBM|Jigglypuff}}'s [[Rest]]: attempting to connect the move's tiny hitbox can sometimes trigger the glancing blow, making it possible for the opposing player to survive otherwise lethal enough knockback and [[punish]] Jigglypuff while it is falling asleep. Some characters with enough multi-frame attacks happen to benefit from a glancing blow. Examples include {{SSBM|Link}}'s up special, as well as that of his clone, {{SSBM|Young Link}}, to a lesser extent. {{SSBM|Marth}}, {{SSBM|Sheik}}, {{SSBM|Peach}}, {{SSBM|Captain Falcon}}, {{SSBM|Dr. Mario}}, {{SSBM|Luigi}}, {{SSBM|Mario}}, {{SSBM|Roy}}, and {{SSBM|Bowser}}'s down smashes also exhibit this trait.


==From ''[[Super Smash Bros. Brawl]]'' onward==
==From ''[[Super Smash Bros. Brawl]]'' onward==
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