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[[File:Zerosuit samus plasmawhip.jpg|[[Pit]] flinching by [[Zero Suit Samus]]' [[Plasma Whip]]|thumb|250px]]
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[[File:Zerosuit samus plasmawhip.jpg|[[Pit]] flinching by [[Zero Suit Samus]]' [[Plasma Whip]].|thumb|250px]]
'''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>.
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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. 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>. Bowser won't flinch when hit by a weak attack.
   
 
==Attacks that do not cause flinching==
 
==Attacks that do not cause flinching==
*[[Fox (SSBB)|Fox]]'s [[Blaster]] (except in SSB)
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*[[Fox (SSBB)|Fox]]'s [[Blaster]] (except in Super Smash Bros.)
*[[Mario (SSBB)|Mario]]'s [[F.L.U.D.D.]] (no damage)
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*[[Mario (SSBB)|Mario]]'s [[F.L.U.D.D.]] (No damage)
 
*[[Dr. Mario (SSBM)|Dr. Mario]]'s and [[Mario (SSBB)|Mario]]'s [[Cape]]
 
*[[Dr. Mario (SSBM)|Dr. Mario]]'s and [[Mario (SSBB)|Mario]]'s [[Cape]]
*[[Squirtle (SSBB)|Squirtle]]'s charged [[Water Gun]] (no damage)
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*[[Squirtle (SSBB)|Squirtle]]'s charged [[Water Gun]] (No damage)
*[[Link (SSBB)|Link]]'s [[Gale Boomerang]] (on the return) (no damage)
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*[[Link (SSBB)|Link]]'s [[Gale Boomerang]] (on the return) (No damage)
*[[Ness (SSBB)|Ness]]'s [[PSI Magnet]] (when finishing the attack) (no damage)
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*[[Ness (SSBB)|Ness]]'s [[PSI Magnet]] (when finishing the attack) (No damage)
 
*[[Snake (SSBB)|Snake]]'s thrown [[Grenade]] (not the explosion)
 
*[[Snake (SSBB)|Snake]]'s thrown [[Grenade]] (not the explosion)
 
*[[Olimar (SSBB)|Olimar]]'s [[Pikmin (species)|Pikmin]] when [[Pikmin Throw|latched on]]
 
*[[Olimar (SSBB)|Olimar]]'s [[Pikmin (species)|Pikmin]] when [[Pikmin Throw|latched on]]
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*[[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]].
 
==Attacks that cause flinching with no knockback==
 
*First hit of [[Lucario (SSBB)|Lucario]]'s [[Down aerial]]
 
*Most first or first and second hit of [[jab]]s.
 
*First three hits of [[Snake (SSBB)|Snake]]'s [[Neutral aerial]]
 
*First three hits of [[Snake (SSBB)|Snake]]'s [[Down aerial]]
 
*First hit of [[Snake (SSBB)|Snake]]'s [[Forward tilt]] (on grounded characters)
 
*First hit of [[R.O.B. (SSBB)|R.O.B.]]'s up tilt.
 
*First four hits of [[R.O.B. (SSBB)|R.O.B.]]'s down smash.
 
*First four hits of [[R.O.B. (SSBB)|R.O.B.]]'s up aerial.
 
*[[Luigi (SSBB)|Luigi's]] [[Super Jump Punch]] (in Melee and Brawl, non-sweetspotted)
 
*[[Falco (SSBB)|Falco's]] [[blaster]]
 
*[[Fox (SSB)|Fox's]] [[blaster]] (SSB only)
 
*[[Smart Bomb]] (only when it does the echoing sound)
 
*[[Wolf (SSBB)|Wolf's]] [[blaster]] (only the laser)
 
*[[Diddy Kong (SSBB)|Diddy's]] first hit of forward smash
 
   
 
==Ways to prevent/reduce flinching==
 
==Ways to prevent/reduce flinching==
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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 (SSBB)|Peach]], [[Sheik (SSBB)|Sheik]], [[Kirby (SSBB)|Kirby]], and [[Meta Knight (SSBB)|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.
 
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 (SSBB)|Peach]], [[Sheik (SSBB)|Sheik]], [[Kirby (SSBB)|Kirby]], and [[Meta Knight (SSBB)|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.
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For the ''3DS/Wii U'' versions, Masahiro Sakurai has revealed that occasionally large characters, such as [[Bowser]], will not flinch from small blows, allowing them to charge up attacks even while being attacked.
   
 
==External Links==
 
==External Links==
<references/>
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<references />
 
{{reflist}}
 
{{reflist}}
 
[[Category:Gameplay]]
 
[[Category:Gameplay]]

Latest revision as of 19:50, 25 September 2017

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]. Bowser won't flinch when hit by a weak attack.

Attacks that do not cause flinching

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.

For the 3DS/Wii U versions, Masahiro Sakurai has revealed that occasionally large characters, such as Bowser, will not flinch from small blows, allowing them to charge up attacks even while being attacked.

External Links