Hitstun: Difference between revisions

79 bytes removed ,  5 years ago
Undid edit by Mr. Vegetables: This doesn't really work very well though...
(→‎In Super Smash Bros. Ultimate: Did the math to simplify to 2 terms)
(Undid edit by Mr. Vegetables: This doesn't really work very well though...)
Tag: Undo
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==In ''[[Super Smash Bros. Ultimate]]''==
==In ''[[Super Smash Bros. Ultimate]]''==
In ''Ultimate'', the formulas for hitstun remain unchanged from ''Smash 4''. However, hitstun is now affected by the new speed up effect used for tumbling knockback (commonly dubbed "balloon knockback" by the community), which causes characters to be launched faster as they take higher knockback. As a result, after [[tumbling]] starts happening, the effective hitstun frames increase at a slower rate in comparison to previous ''Smash'' games. This effect begins at 82.5 units of knockback, and equates to a new hitstun formula of '''32 + 0.1455''x''''' rounded down, where '''''x'' = knockback - 82.5'''. This can be simplified to '''hitstun = 0.1455*knockback + 19.99625'''. For example, 90 and 145 units of knockback, which would inflict 36 and 58 frames of hitstun (respectively) in ''Smash 4'', inflict 33 and 41 frames in ''Ultimate''. Additionally, electric attacks no longer add one frame of hitstun. This effect caps at 200 units of knockback, and hitstun continues to scale normally once again. Oddly, [[reeling]] will sometimes cause 1 extra frame of hitstun at tumbling percents, but the cause for this is unknown.
In ''Ultimate'', the formulas for hitstun remain unchanged from ''Smash 4''. However, hitstun is now affected by the new speed up effect used for tumbling knockback (commonly dubbed "balloon knockback" by the community), which causes characters to be launched faster as they take higher knockback. As a result, after [[tumbling]] starts happening, the effective hitstun frames increase at a slower rate in comparison to previous ''Smash'' games. This effect begins at 82.5 units of knockback, and equates to a new hitstun formula of '''32 + 0.1455X''' rounded down, where '''X = knockback - 82.5'''. For example, 90 and 145 units of knockback, which would inflict 36 and 58 frames of hitstun (respectively) in ''Smash 4'', inflict 33 and 41 frames in ''Ultimate''. Additionally, electric attacks no longer add one frame of hitstun. This effect caps at 200 units of knockback, and hitstun continues to scale normally once again. Oddly, [[reeling]] will sometimes cause 1 extra frame of hitstun at tumbling percents, but the cause for this is unknown.


As a result of these changes, hitstun remains unchanged in comparison to ''Smash 4'' if a move's knockback is low enough, but it is decreased otherwise, giving characters less time to combo opponents at higher percents. However, due to the generally increased mobility of the cast (including faster [[dashing speed]]s and [[air speed]]s, as well as jumps reaching their peak faster), universally shorter [[jumpsquat]]s and lower [[landing lag]], combo potential is overall decreased starting at mid-high percents, but increased below these percents. Additionally, [[rage]]'s effect on knockback is weaker, making it less of a detriment for combos, and some combo moves of veterans have had their ending lag reduced further, with examples being {{SSBU|Luigi}}'s [[down throw]] and {{SSBU|Falco}}'s [[up tilt]]. Furthermore, while hitstun canceling is still possible, its execution windows remain unchanged from ''Smash 4'', thus providing a considerably smaller benefit as a result of hitstun itself being reduced.
As a result of these changes, hitstun remains unchanged in comparison to ''Smash 4'' if a move's knockback is low enough, but it is decreased otherwise, giving characters less time to combo opponents at higher percents. However, due to the generally increased mobility of the cast (including faster [[dashing speed]]s and [[air speed]]s, as well as jumps reaching their peak faster), universally shorter [[jumpsquat]]s and lower [[landing lag]], combo potential is overall decreased starting at mid-high percents, but increased below these percents. Additionally, [[rage]]'s effect on knockback is weaker, making it less of a detriment for combos, and some combo moves of veterans have had their ending lag reduced further, with examples being {{SSBU|Luigi}}'s [[down throw]] and {{SSBU|Falco}}'s [[up tilt]]. Furthermore, while hitstun canceling is still possible, its execution windows remain unchanged from ''Smash 4'', thus providing a considerably smaller benefit as a result of hitstun itself being reduced.