Smashpedia
Register
(Undid revision 399392 by I3rian (Talk))
No edit summary
Line 2: Line 2:
 
'''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/[[knockback]]. 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 effect, 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>.
 
'''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/[[knockback]]. 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 effect, 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>.
   
  +
''Brawl'' allows characters to act during hitstun, which is stupid because it allows players to get punished for punishing.
 
==Attacks that do not cause flinching==
 
==Attacks that do not cause flinching==
 
*[[Fox (SSBB)|Fox]]'s [[Blaster]] (except in SSB)
 
*[[Fox (SSBB)|Fox]]'s [[Blaster]] (except in SSB)
Line 17: Line 18:
 
*[[Kyogre]] (no damage from its Hydro Pump)
 
*[[Kyogre]] (no damage from its Hydro Pump)
 
*The [[Bulborb|Bulborb attack]] from [[Olimar (SSBB)|Olimar's]] [[Final Smash]], [[End of Day]].
 
*The [[Bulborb|Bulborb attack]] from [[Olimar (SSBB)|Olimar's]] [[Final Smash]], [[End of Day]].
  +
*All other attacks in [[Super Smash Bros. Brawl]]
   
 
==Attacks that cause flinching with no knockback==
 
==Attacks that cause flinching with no knockback==

Revision as of 05:05, 6 August 2013

Zerosuit samus plasmawhip

Pit flinching by Zero Suit Samus' Plasma Whip

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/knockback. 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 effect, allowing the possibility of near-infinite combos[1][2].

Brawl allows characters to act during hitstun, which is stupid because it allows players to get punished for punishing.

Attacks that do not cause flinching

Attacks that cause flinching with no knockback

Ways to prevent/reduce flinching

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