SSB64 Icon.png
SSBM Icon.png
SSBB Icon.png
SSB4 Icon.png
SSBU Icon.png
This article's title is unofficial.

Interruptibility: Difference between revisions

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
mNo edit summary
No edit summary
Line 1: Line 1:
{{articleIcons|allgames=y|unofficial=y}}
{{articleIcons|allgames=y|unofficial=y}}


'''Interruptibility''' is the ability to begin a new action even though the current action's animation has not yet finished. For example, while {{SSBB|Mario}}'s [[forward smash]] in ''[[Super Smash Bros. Brawl]]'' takes 56 [[frame]]s to execute, but the player can do something else as early as frame 48. For most intents and purposes, this results in the last part of the animation simply being filler, as the player is likely to attack, jump, or simply move as soon as possible. Many attacks have a minor amount of interruptible frames during their [[ending lag]], while in general [[special move]]s and get-up animations do not; some attacks such as [[Marth]]'s or [[Ness]]'s [[down tilt]]s have a significant interruptibility window which allows them to follow up the attack much faster than the animation would suggest.
'''Interruptibility''' is the ability to begin a new action even though the current action's animation has not yet finished. For example, while {{SSBB|Mario}}'s [[forward smash]] in ''[[Super Smash Bros. Brawl]]'' takes 56 [[frame]]s to complete execution, the player can interrupt the ending frames and do something else as early as frame 48. For most intents and purposes, this results in the last part of the animation simply being filler, as the player is likely to attack, jump, or simply move as soon as possible. Many attacks have a minor amount of interruptible frames during their [[ending lag]], while in general [[special move]]s and get-up animations do not; some attacks such as [[Marth]]'s or [[Ness]]'s [[down tilt]]s have a significant interruptibility window which allows them to follow up the attack much faster than the animation would suggest.


In ''[[Super Smash Bros.]]'', interruptibility is not very common, generally only being used at the ends of some [[taunt]]s and non-final [[neutral attack]]s. ''[[Super Smash Bros. Melee]]'' expanded interruptibility's applications to many attacks.
In ''[[Super Smash Bros.]]'', interruptibility is not very common, only being used at the ends of some [[taunt]]s and non-final [[neutral attack]]s. ''[[Super Smash Bros. Melee]]'' expanded interruptibility's applications to many attacks, and ''Brawl'' continued the idea as a common mechanic.


It is possible for actions to be interruptible with only certain kinds of actions, such as the case with [[jump cancel]]ling.
It is possible for actions to be interruptible with only certain kinds of actions, such as the case with [[jump cancel]]ling.

Revision as of 23:07, December 22, 2012

Interruptibility is the ability to begin a new action even though the current action's animation has not yet finished. For example, while Mario's forward smash in Super Smash Bros. Brawl takes 56 frames to complete execution, the player can interrupt the ending frames and do something else as early as frame 48. For most intents and purposes, this results in the last part of the animation simply being filler, as the player is likely to attack, jump, or simply move as soon as possible. Many attacks have a minor amount of interruptible frames during their ending lag, while in general special moves and get-up animations do not; some attacks such as Marth's or Ness's down tilts have a significant interruptibility window which allows them to follow up the attack much faster than the animation would suggest.

In Super Smash Bros., interruptibility is not very common, only being used at the ends of some taunts and non-final neutral attacks. Super Smash Bros. Melee expanded interruptibility's applications to many attacks, and Brawl continued the idea as a common mechanic.

It is possible for actions to be interruptible with only certain kinds of actions, such as the case with jump cancelling.

In SSB and Melee, interrupting a delayed double jump results in double jump cancelling. Brawl disables this by only interrupting the animation of the double jump, not the execution.

External links