Talk:Lag: Difference between revisions

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Mario, the classic man of Nintendo (talk)
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Should something be added to note the attributes of how the FLUDD can trap some atks within their own hit lag? [[User:Mario, the classic man of Nintendo|Mario, the classic man of Nintendo]] ([[User talk:Mario, the classic man of Nintendo|talk]])
Should something be added to note the attributes of how the FLUDD can trap some atks within their own hit lag? [[User:Mario, the classic man of Nintendo|Mario, the classic man of Nintendo]] ([[User talk:Mario, the classic man of Nintendo|talk]])
==Avoidable all together?==
I've noticed that you can avoid these lags, most easily with stall then falls. Someone should, almost definitely, be finding a way to see if this is true for hitlag, as it most likely is.

Revision as of 18:38, April 18, 2009

explanation

"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."

-Can someone please explain this better? I don't understand it. Zixor (talk) 16:13, 20 July 2008 (UTC)

It has to do with collision bubbles. Resetti can't be harmed and neither can invincible players, but the attacker will still take hitlag. - Gargomon251 (talk) 20:42, 20 July 2008 (UTC)

So, hitlag can affect the attacker as well? This is not (clearly) stated in the article. What EXACTLY determines when the attacker receives hitlag? Zixor (talk) 02:42, 21 July 2008 (UTC)

air dodge hitstun?

"However, in Brawl, one can air dodge out of it."

-Is there any truth to this? Zixor (talk) 19:50, 25 July 2008 (UTC)

F.L.U.D.D.'s exploitation of hit lag?

Should something be added to note the attributes of how the FLUDD can trap some atks within their own hit lag? Mario, the classic man of Nintendo (talk)

Avoidable all together?

I've noticed that you can avoid these lags, most easily with stall then falls. Someone should, almost definitely, be finding a way to see if this is true for hitlag, as it most likely is.