Hitstop

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Two characters in hitstop after Remedy connects with a forward tilt.

Hitstop, also known as hitlag, is a game mechanic that "stops" players in place when an attack connects with another player or interactable object. Both parties are suspended in place for a handful of frames, determined by the damage of the attack. Any active hitboxes by the attacking player remain for the duration of the hitstop. When hitstop ends, play resumes, usually resulting in one player being sent flying. When hit by an attack, a player can slightly adjust their position in hitstop by pressing in any direction once, and alter their launch angle by holding in a direction as hitstop ends. These defensive measures are known as SDI and DI (Directional Influence), and are essential in escaping combos and juggles, or surviving hard-hitting moves.

Every attack has its own hitstop multiplier property, and some attacks have independent hitstop values for the attacking and receiving players. This occurs most often with multi-hit attacks, such as Ittle Dew's forward aerial, Princess Remedy's neutral aerial, and Business Casual Man's down strong. Certain moves, usually throws and projectiles, deal no hitstop.

Masked Ruby can cancel the hitstop of any of his aerial attacks that connect with an enemy into his special moves. Frallan can cancel any of her tilts that connect into her down-special. These cancels shift to the first frame of the selected move, and the characters are frozen on that frame until hitstop ends.

If an attack deals 300 or more knockback, hitstop frames are increased and begin scaling with knockback.

If a player with respawn invincibility is hit, only the attacking player receives hitstop.

Formula

The formula for hitstop is listed here:

atk.Hitlag x (atk.Dmg x 0.5 + 3)

If knockback is 300 or more, use this formula:

atk.Hitlag x ((KB x 0.03 + atk.Dmg) x 0.5 + 3)
  • atk.Hitlag = attack's hitlag multiplier value
  • atk.Dmg = attack's damage value
  • KB = Knockback
  • Returned value is rounded down