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Is there a way to tell when hitstun has ended?

Darb Vader

Smash Rookie
Joined
Mar 28, 2014
Messages
17
I'm pretty bad at breaking combos, and I feel like a big part of this is that I don't know when I can act after I've been hit with an attack. Is there a way to tell this?
 

DrinkingFood

Smash Hero
Joined
May 5, 2012
Messages
5,600
Location
Beaumont, TX
If you play your characters long enough, you kinda get used to how much hitstun they receive for how much distance traveled in certain directions when hit. There's not any auditory indication as far as I know, but characters have a certain animation they move into when hitstun Is almost over; that animation transitions into tumble, which is a looping rotating animation that just looks like the character is tumbling down to the ground, hence the name. Tumble signals that hitstun is over. So until you're used to how much hitstun your character endures vs how far they are smacked vertically, you can kinda look for that precursor animation to tumble, which kinda shows the character stunned and still but ready to start falling over themselves.
 

Garquille14

Smash Apprentice
Joined
Jun 26, 2008
Messages
173
Location
Massachusetts
I feel like making it more clear would be pretty useful for helping growing players and the growth of PM.
the L-Cancel cue was amazing
 

krazyzyko

Smash Champion
Joined
Aug 12, 2005
Messages
2,126
Location
El Carajo, Puerto Rico
When you are rocketing upward from a hit, you're stunned. That is the perfect time to work on your DI.
When you start to descend you can cancel the tumble animation by tapping the joy stick sideways at least twice (like a dash dance).

I'm not quite sure in PM, but in melee when your controller stops vibrating it means that you're no longer in hitstun.
 
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turtletank

Smash Journeyman
Joined
Jan 12, 2013
Messages
498
This is actually a really interesting point.

I'd love to see a code that causes a very slight colour change while in hitstun. Maybe not in the official build, but at least for play testing as it (should?) be easy to code.
 
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Matthew

Smash Apprentice
Joined
Dec 15, 2013
Messages
119
If I am hit by an attack that might KO me, I just spam the jump button and hopefully I have not used my second jump before. Momentum cancelling is also a thing that is very useful with many characters.
 

Celestis

Smash Ace
Joined
Feb 19, 2012
Messages
513
If I am hit by an attack that might KO me, I just spam the jump button and hopefully I have not used my second jump before. Momentum cancelling is also a thing that is very useful with many characters.
I wouldn't do that. It is often a good idea to save your jump and not use it right out of hitstun. Unless of course you are knocked at a nasty low angle. Burning your jump right away is a habit you should break.
 

Rhubarbo

Smash Champion
Joined
Jun 21, 2007
Messages
2,035
On top of making hitstun more discernible, I think the PMBR should consider adding DI effects. E.g. characters should emit a subtle sparking trail in the direction they're DI-ing.
 

Scuba Steve

Smash Ace
Joined
Mar 30, 2014
Messages
705
Location
Austin, TX
I wouldn't do that. It is often a good idea to save your jump and not use it right out of hitstun. Unless of course you are knocked at a nasty low angle. Burning your jump right away is a habit you should break.
Listen to this guy. Get rid of that habit ASAP. You limit your recovery options a ton by doing that. It even makes you easier to combo if your opponent picks up on it.
 
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Matthew

Smash Apprentice
Joined
Dec 15, 2013
Messages
119
I wouldn't do that. It is often a good idea to save your jump and not use it right out of hitstun. Unless of course you are knocked at a nasty low angle. Burning your jump right away is a habit you should break.
You are definitely right but I am talking about being hit by an attack that almost KO's me, like puts me right next to the blast zone. In that situation I would prefer to use my second jump because it is usually the fastest way to cancel momentum. In pretty much any other situation, you are right. Especially since I am an Olimar main, I should use the aerial pikmin pluck several times before I use my second jump if necessary. However, in some matchups you must recover high with Olimar (such as against Shiek), so in those situations I like to use my second jump early.
 

DrinkingFood

Smash Hero
Joined
May 5, 2012
Messages
5,600
Location
Beaumont, TX
Yeah that's unnecessary. Once you are in hitstun you have absolutely no control over your character, holding the control stick at that point if pointless.
 
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