Lag: Difference between revisions

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→‎Hitlag: Once again, you hitLAG is when you GIVE a hit. Not take one. The attacker lags, the defender is stunned.
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(→‎Hitlag: Once again, you hitLAG is when you GIVE a hit. Not take one. The attacker lags, the defender is stunned.)
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==Hitlag==
==Hitlag==
'''Hitlag''', referred to on the [[Dojo]] as "impact stall", is the amount of [[frame]]s between the time you get hit and when the [[knockback]] actually occurs. Most hitlags are only a few frames, but some hitlags are quite long, such as [[Samus]]' fully-charged charge shot; and in Brawl, [[Zelda]]'s Lightning Kicks and [[Captain Falcon]]'s [[Knee Smash]]. These attacks have approximately 30 frames (half a second) of hitlag, which is easily noticed in real time. This lag will still affect the attacker even if the attack deals no damage, such as versus [[Mr. Resetti]], stage elements, or a character that is [[invincible]]. In addition, when two similar attacks clash and "clink", or an attack is [[Perfect Shield]]ed, it will produce slightly longer hitlag.
'''Hitlag''', referred to on the [[Dojo]] as "impact stall", is the lag that occurs to an attacking character when a powerful move connects with an opponent. Most hitlags are only a few frames, but some hitlags are quite long, such as [[Zelda]]'s Lightning Kicks and [[Captain Falcon]]'s [[Knee Smash]]. These attacks have approximately 30 frames (half a second) of hitlag, which is easily noticed in real time. This lag will still affect the attacker even if the attack deals no damage, such as versus [[Mr. Resetti]], stage elements, or a character that is [[invincible]]. In addition, when two similar attacks clash and "clink", or an attack is [[Perfect Shield]]ed, it will produce slightly longer hitlag.


During the hitlag, it is possible to use a technique known as '''Smash DI''', which is where you input a direction during the hitlag, and immediately go in that direction, regardless of the initial knockback direction. It is also possible to perform '''Multiple [[Smash DI]]s''', which is best represented in the [http://www.youtube.com/watch?v=CG1DLooq3Pc Perfect Control] video on Youtube, at about 2:36, and a slower version at about 3:51, during the credits.
Not to be confused with hitlag is '''[[Flinch|hitstun]]'''. Hitstun is the amount of [[frame]]s between the time you get hit and when the [[knockback]] actually occurs. During the hitstun, it is possible to use a technique known as '''Smash DI''', which is where you input a direction during the hitstun, and immediately go in that direction, regardless of the initial knockback direction. It is also possible to perform '''Multiple [[Smash DI]]s''', which is best represented in the [http://www.youtube.com/watch?v=CG1DLooq3Pc Perfect Control] video on Youtube, at about 2:36, and a slower version at about 3:51, during the credits.
 
Not to be confused with hitlag is '''[[Flinch|hitstun]]'''. Hitstun is the state after a character is hit with an attack and is immobile during knockback.


Notably, most electric-based attacks cause a decent amount of hitstun and hitlag.
Notably, most electric-based attacks cause a decent amount of hitstun and hitlag.