(Flinching is a key factor to the luigi ladder. If it didn;t cause flinching, they'd both stay in a Helpless state.) |
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[[File:Zerosuit samus plasmawhip.jpg|[[Pit]] flinching by [[Zero Suit Samus]]' [[Plasma Whip]]|thumb|250px]] |
[[File:Zerosuit samus plasmawhip.jpg|[[Pit]] flinching by [[Zero Suit Samus]]' [[Plasma Whip]]|thumb|250px]] |
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− | '''Flinching''', also called '''Hitstun''' is what happens to a character when they are hit by an attack. The character will be stunned for a very short period of time, usually just enough to interrupt any attacks or movements. There are certain attacks that do not cause flinching, and ways for a character to avoid flinching |
+ | '''Flinching''', also called '''Hitstun''' is what happens to a character when they are hit by an attack. The character will be stunned for a very short period of time, usually just enough to interrupt any attacks or movements. Specifically, flinching is basically an extremely small amount of hitstun. There are certain attacks that do not cause flinching, and ways for a character to avoid flinching. Some attacks cause flinching without any knockback whatsoever. It is used for combos in all 3 smash games. Some powerful [[Electric Attack|electric attacks]] such as [[Knee Smash]], [[Samus]]'s [[Charge Shot]] (fully charged), and [[Zelda]]'s Lightning Kicks have a very long and noticeable hitstun, and using a [[Timer]] can amplify the affect, allowing the possibility of near-infinite combos<ref>http://www.youtube.com/watch?v=27cGRMHhqyw Zelda combos</ref><ref>http://www.youtube.com/video_response_view_all?v=oGwdYj1OhNY Other Timer combos</ref>. |
==Attacks that do not cause flinching== |
==Attacks that do not cause flinching== |
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*[[Dr. Mario (SSBM)|Dr. Mario]]'s and [[Mario (SSBB)|Mario]]'s [[Cape]] |
*[[Dr. Mario (SSBM)|Dr. Mario]]'s and [[Mario (SSBB)|Mario]]'s [[Cape]] |
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*[[Squirtle (SSBB)|Squirtle]]'s charged [[Water Gun]] (no damage) |
*[[Squirtle (SSBB)|Squirtle]]'s charged [[Water Gun]] (no damage) |
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− | *[[Luigi (SSBM)|Luigi]]'s [[Super Jump Punch]] (only in Melee) |
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*[[Link (SSBB)|Link]]'s [[Gale Boomerang]] (on the return) (no damage) |
*[[Link (SSBB)|Link]]'s [[Gale Boomerang]] (on the return) (no damage) |
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*[[Ness (SSBB)|Ness]]'s [[PSI Magnet]] (when finishing the attack) (no damage) |
*[[Ness (SSBB)|Ness]]'s [[PSI Magnet]] (when finishing the attack) (no damage) |
Revision as of 23:29, 30 December 2009
Flinching, also called Hitstun is what happens to a character when they are hit by an attack. The character will be stunned for a very short period of time, usually just enough to interrupt any attacks or movements. Specifically, flinching is basically an extremely small amount of hitstun. There are certain attacks that do not cause flinching, and ways for a character to avoid flinching. Some attacks cause flinching without any knockback whatsoever. It is used for combos in all 3 smash games. Some powerful electric attacks such as Knee Smash, Samus's Charge Shot (fully charged), and Zelda's Lightning Kicks have a very long and noticeable hitstun, and using a Timer can amplify the affect, allowing the possibility of near-infinite combos[1][2].
Attacks that do not cause flinching
- Fox's Blaster (except in SSB)
- Mario's F.L.U.D.D. (no damage)
- Dr. Mario's and Mario's Cape
- Squirtle's charged Water Gun (no damage)
- Link's Gale Boomerang (on the return) (no damage)
- Ness's PSI Magnet (when finishing the attack) (no damage)
- Snake's thrown Grenade (not the explosion)
- Olimar's Pikmin when latched on
- Some of Olimar's attacks; when hit only with the antenna (such as his d-tilt from far enough).
- Mr. Game & Watch's Judge when holding a card of 1
- The flame of Charizard's forward aerial
- The rain that occurs in the "Kitty Cover" game in the stage WarioWare, Inc.
- Glancing Blows (no damage)
Attacks that cause flinching with no knockback
- First hit of Ganondorf's Down Smash
- First hit of Lucario Down aerial
- Most first or first and second hit of jabs.
- First three hits of Snake's Neutral aerial
- First three hits of Snake's Down aerial
- First hit of Snake's Forward tilt (on grounded characters)
- First hit of or Young Link's or Toon Link's Forward Smash
- First hit of R.O.B.'s up tilt.
- First four hits of R.O.B.'s down smash.
- First four hits of R.O.B.'s up aerial.
- Luigi's Super Jump Punch (in Melee and Brawl, non-sweetspotted)
- Falco's blaster.
- Fox's blaster (SSB only).
Ways to prevent/reduce flinching
- Metal Box
- Super Mushroom
- Certain Stickers (only in The Subspace Emissary and Boss Battles Mode in Brawl)
- Any moves that offer knockback resistance.
- Air dodging (Brawl only)
- Using an aerial attack (Brawl only and best the fastest of all)
In the original Super Smash Bros., hitstun was extremely high. This meant that this game had the most extreme and arguably best combos in the series, allowing almost every character to have a 0-death combo.
In Melee, hitstun was lowered slightly, but wasn't lowered so much that it didn't allow for any combos, because it still allowed for many, such as the Ken combo. The majority of characters have some combos, but 0-deaths are rare (and those that exist require extremely quick fingers and lots of technical skill to utilize). The Top, High, and Middle tiers all operated mostly on combo ability.
In Brawl, hitstun was severely lowered, something that the game is often criticized for by pro Smashers. The opponent suffers very little stun after being hit, and air dodging decreases it even further. Thus, the game has hardly any real combos. Some exceptions are Peach, Sheik, Kirby, and Meta Knight, who all have fast enough moves (or a select few, in Peach's case) to combo fairly well. Notable combos include Peach's Dair to Uair tactics, Sheik's Forward Tilt Lock, Meta Knight's Uair chaining, and Kirby's Forward Throw combos. However, these can be DI'd out of with near perfect SDI, and the combos rarely exceed two or three hits.
External Links
- ↑ http://www.youtube.com/watch?v=27cGRMHhqyw Zelda combos
- ↑ http://www.youtube.com/video_response_view_all?v=oGwdYj1OhNY Other Timer combos