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Reducing hitstun

Veril

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If we do make a change to the hitstun modifier, we have to do it asap otherwise we're basically just trashing 5.0 as a RC.

I think that changing it now would be foolish, in addition to the potential backlash, because of the time we already spent very painstakingly and carefully planning the current mechanics out.
I think most people would agree that a very minor hitstun tweak for our current physics would be an acceptable change.
-Drop hitstun (slightly)
I want to see hitstun go down enough so that it makes a difference in what combos are possible.
I don't believe lowering hitstun will fix anything. I agree with Veril in that we should address problem moves and combos before tweaking hitstun
I definitely do not think the hitstun should be touched.
Isn't there a game with little hitstun called brawl? Brawl+'s hitstun is fine >.>;
Should we lower hitstun and if so, how?

This is the most important question we must answer: should we lower hitstun to the point where it has a noticable impact on comboing. While it strikes me as a little ridiculous that we'd be doing this immediately after releasing 5.0, and a little disingenuous in regards to people who will be training, there are several moves that have ludicrous, massive followup windows. It is the most consistent criticism of B+ I've encountered.

I, as you know, oppose the idea of lowering hitstun. I firmly believe that people are not experienced enough with the newborn codeset of a game still in beta testing for anyone to make pronouncements on the inescapable nature of combos. As a Jigglypuff player I find myself constantly deflecting Johns by showing the people I've been playing how to escape the dreaded 3-hit rest combos. Lets take pound > up-air > rest. Now, my best friend, who I play more than anyone else, can consistently escape this combo because he knows the matchup and knows how to DI out of it (yes, it is possible to (S)DI out of). Now, he's no pro, he's a tourney virgin in fact. Yet he manages to, more often than anyone else I've seen, escape these supposedly insane death combos.

The defensive options are there, but they require a lot more skill to utilize than in vBrawl where every other move was punishable ON HIT. Now, melee had more proactive defense options, namely wavedashing. But people also have spent years and years mastering that game. The comparison doesn't even begin to work. People also are quick to overlook things like Melee's **** CGs, which are as insane as anything in B+. That brings me to what I feel is the real issue here:

A lot of the combos in B+ seem sloppy because the followup window is so seemingly massive. People need to practice the SDI required to escape many of these combos, to the point where it is muscle memory. That said, some moves seriously will just combo near effortlessly, against most of the cast. Falcon can d-throw to knee all day (and it IS inescapable PAST KO% on some characters). Don't get grabbed? Well, ok, except that there are setups for the grab now. Is it actually a problem? Honestly idk, that's a very tough question. Is it hella easy to execute? YES!

Lowering hitstun universally will either cause more harm than good OR have no measurable impact, depending on the amount. This is because we are using a sledgehammer where we need a scalpel. Before you come up with a clever counter metaphor, remember that combos drastically differ across the cast dramatically, and its not exactly black and white. Nor is the current system without really solid, well-worked, combos. A WoP with Jigglypuff isn't usually made up of purely true combos, b-air chains link well, but not well enough to make yourself a sandwich in between hits. The opponent can and will get out of hitstun very often, the reason WoP is so good is due to the enormous strategic disadvantage it puts the opponent in.

OK, I've got to go to work, but I have a lot of ideas as to how we can actually make things better without changing the hitstun modifier (if we do it should only be to get rid of the redundant .0065). Messing with BKB (each 25 points of bkb = 12 points of hitstun remember...), kbg, damage, and lag values, is a much better way to deal with these issues. Throw combos, which imo are the worst of all, could be fixed by changing the lag upon release. Its almost like I've made a thread with a bunch of the relevant data in it...

The question of character specific hitstun is still on the table as well. I just need to wait for mah USB-Gecko, and for some free time at school to look into PSA for the Luigi code weirdness that recently was brought to my attention.
 

CT Chia

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No, I definitely do not think the hitstun should be touched. Especially right after 5.0 with little evidence. I suppose it could be revisited down the line, but I'm very satisfied with how it is atm.
 

Revven

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I'd still like to experiment with lower hitstun.. but I guess I'd have to mess with that on my own (whenever I would have the free time).

However, instead of touching hitstun, we could just simply FIX all the dumb moves that shouldn't combo like they do now. DDD sourspot Fsmash comes to mind, it's sooooo dumb that you get rewarded for landing the sourspot and can get a free Bair or Nair off of it just for missing the main part of the move. There's other moves like this too, ledge attacks, get up attacks... I want to see reworking on some of these things if we're not going to touch hitstun. :x

I would still like to see it go down though, maybe not as dramatic as I said, but perhaps .46 or .47 (.47 wouldn't do anything at all which is why I'd want .46 :x)
 

shanus

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I'd like to only remove it a hair. Slight decrease could maybe make up for some form of rounding and have bigger implications than we think. Something like .48 from .4865. Small, but probably more noticable than we think.
 

Revven

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.4865 actually doesn't do anything more to the hitstun anyway than .48 does, you would effectively have the same hitstun. Putting it down to .46 or .47 would only make a minimal difference according to leaf.
 

Veril

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I'd like to only remove it a hair. Slight decrease could maybe make up for some form of rounding and have bigger implications than we think. Something like .48 from .4865. Small, but probably more noticable than we think.
That wouldn't do anything. This is a good thing. If people want to test alternate hitstun on their own, that's ok I guess, but given that this change doesn't really have anything resembling unanimous support... not the best use of your time.

I'll be continuing to experiment and analyze comboing in 5.0.
 

shanus

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That wouldn't do anything. This is a good thing. If people want to test alternate hitstun on their own, that's ok I guess, but given that this change doesn't really have anything resembling unanimous support... not the best use of your time.

I'll be continuing to experiment and analyze comboing in 5.0.
I dont plan on doing anything for quite some time. I enjoy not having to spend a lot of time doing stuff for it :p
 

Veril

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I dont plan on doing anything for quite some time. I enjoy not having to spend a lot of time doing stuff for it :p
Word :laugh: Many of the people here deserve a break after all the work getting to 5.0. I... am not one of you. I have a lot of catching up to do still.

Anyway, I think its safe to assume that a global hitstun adjustment is not happening for quite some time... right?
 

shanus

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Yeah, i just want to fix yoshi and samus/zss bugs and wolf upB bug.


Edit: And remap footstools.
 

leafgreen386

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At the moment, hitstun has very few rounding problems. It's exactly 20% more than what it was in vbrawl. There is some rounding that happens, but overall it works out very well. Dropping the hitstun to 0.47, 0.46, or 0.45 would cause very strange hitstun growth curves compared to how it is now. If we're going to lower the hitstun, we need to either lower it to 0.44 or not do it at all.
 

CT Chia

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just keep it as is then. is it really a big concern for ppl? weve kept it the same for so long now i dont see any reason to change it.
 

Veril

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Dropping the hitstun to 0.47, 0.46, or 0.45 would cause very strange hitstun growth curves compared to how it is now. If we're going to lower the hitstun, we need to either lower it to 0.44 or not do it at all.
Ew ewwww no.

Hitstun growth curves are pretty weird already.
 

shanus

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Call me crazy (i just rolled out of bed too), but how does a vertical scalar shift of a curve change any aspect of the curves properties? The only difference will be in its absolute values thereby altering its rounding selection and not its X axis determinants for said rounding. Using % changes in hitstun (i.e.) 20% does nothing more efficient than to change to a whole number addition on a move with hitstun exceeding 10 frames. Furthermore, a small enough decrease will leave most rounding unchanged, thereby only altering the borderline rounding moves. That is, unless the math used in this game follows some weird *** logic which I haven't taken the time to learn (but I would be pretty surprised to read that).
 

JCaesar

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I wouldn't be against leaving hitstun as is and just fixing the moves that shouldn't combo so well. There just happen to be a lot of them. A large number of dash attacks, dtilts, and utilts combo way better than they should. Is there any way to reduce the hitstun of an attack without screwing with the damage/KB/angle etc?
 

leafgreen386

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Call me crazy (i just rolled out of bed too), but how does a vertical scalar shift of a curve change any aspect of the curves properties? The only difference will be in its absolute values thereby altering its rounding selection and not its X axis determinants for said rounding. Using % changes in hitstun (i.e.) 20% does nothing more efficient than to change to a whole number addition on a move with hitstun exceeding 10 frames. Furthermore, a small enough decrease will leave most rounding unchanged, thereby only altering the borderline rounding moves. That is, unless the math used in this game follows some weird *** logic which I haven't taken the time to learn (but I would be pretty surprised to read that).
I'm explaining it poorly, and probably still will, but here's another try at it:

Basically, by dropping it down to .44 from .48, we keep similar hitstun breakpoints for moves compared to what we have now, rather than completely changing the breakpoints.

I wouldn't be against leaving hitstun as is and just fixing the moves that shouldn't combo so well. There just happen to be a lot of them. A large number of dash attacks, dtilts, and utilts combo way better than they should. Is there any way to reduce the hitstun of an attack without screwing with the damage/KB/angle etc?
Yes. It's called lag.
 

Shell

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I'd like to remind everyone that on-hit-only-IASA frames are an interesting option for decoupling risk from combo follow-up options / further fine-tuning, and is something we haven't explored.

For example, you could take an u-tilt that has a bit too wide / easy of a follow-up window and add lag on hit, but leave the old IASA for whiff, leaving the risk factor the same, or vice-versa. (This would require a bit more work with frame speed mods and custom IASAs than making something faster on hit, but should be doable)

For another example, Dairs are widely criticized for having a follow-up window that's ages long. They have a pretty massive and easy reward for landing one on a grounded foe, but they already have a pretty sizable amount of risk in the form of moderate landing lag -- you could make the IASA on hit a handful of frames later so that you cut down the window.

Alternatively, if hitstun was lowered and we wanted to fix moves to combo without becoming spammier, just leave the current IASA but make an earlier one for on-hit.

Combo starters no longer necessarily have to have low cooldown unless they connect -- this could really change the way the game plays, and I'm not saying we should rush out to fine-tune the risk/reward ratio of every combo setup, but it's something I wanted people to ponder.
 

goodoldganon

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Basically you want Jump Canceling or Dash Canceling on the combo moves...ala Guilty Gear or Blaz Blue? It would change Smash at a more core level, but it certainly is an option.
 

Shell

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I meant a non-restricted IASA that only occurs on hit.
 

goodoldganon

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Exactly. For example, Jin's 6-C is only dash cancelable on hit. Jin's 5-C is jump cancelable on hit as well. Geez play more fighters imo :p

I stand by what I said. It sounds cool, but it changes the usual Smash formula up. Brawl+ does lack a 'fast fingers' tech like Melee's SHFFL game. It could be worth looking into. I think it worked out well for Falco's U-tilt.

EDIT:

Nevermind I get it. You want to add extra lag on attacks so they don't combo so well. But only apply it on hit.
 

GHNeko

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That WOULD be extremely intersting. Gives moves potential only on hit to make it so that you have to aim it, and giving some moves leeway on whiff but removing combo potential so it isnt so dumb/safe.

I'd seriously think that'd be well worth looking into, especially for problem moves and for shallow characters.
 

shanus

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I've thought about it for a while, but didn't think people would be too fond of it since its fairly foreign to smash.

For a while, I was thinking of making MKs moves all laggier but giving them faster IASA on hit.

The same was my idea for falco's reflector, as well.


It's super simple to execute, too. Requirement 0B is hitboxes have hit, and 0C is hitting a wall.
 

GHNeko

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I think Falco's reflector doesnt need IASA on hit. imo, at fairly good Falco can take advantage of any scenario with a successfully hit shine, because no matter what the opponent is at disadvantage.

But that MK thing sounds legit, though for him, I'd personally way to make sure its not unwarrented.

But yea. I totally bite with this idea. It might be foreign, but its anything but bad.
 

goodoldganon

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As stated, it's really foreign to smash. I think it would give us the fast fingers tech Brawl+ misses but not just steal one from Melee. But someone people are Smash only fighters and this idea is ripped primarily from GG and BB (least that is where I know it from best). It also makes the jump to Brawl+ a little more jarring for new players (something I got complaints about this weekend).

I'm 100% down for it and it sounds really, really cool. But it's not Smash at all. We'd need outside opinion as well as WBR opinion.
 

GHNeko

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Before we even consider telling outside players, we'd have to figure out how it'd be used primarily and then test it with BR builds to see how it feels to us before we take it to them.
 

shanus

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i wasn't saying to put it on falco lol, I'm just saying that when I figured it out, it was a fun application of it :p


Also, you need to remember the downsides of this. Laggier attacks which reward only on hit limits mobility, and adds risk, and thereby promotes camping.

If we did use it, it should be *very limited*
 

Shell

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Honestly, I'm not really suggesting any degree of change large enough in breadth or depth to be noticeable by the majority of new Brawl+ players. Maybe a difference of 5 - 10 frames here or there on a few select moves of a few select characters. Hardly anything to turn this into BB or GG.

Dairs are just one of the first types of moves that I thought of, but feel free to brainstorm here on what other moves might benefit from this decoupling, specifically.

Edit: Shanus, you're certainly correct about having a faster on-hit-interrupt (OHI) to improve comboing would increase camping, but I think the slower OHI could be an additional, alternative option to curb silly combo moves without too many side-effects if the cooldown is already at a reasonable value.
 

Veril

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think the slower OHI could be an additional, alternative option to curb silly combo moves without too many side-effects if the cooldown is already at a reasonable value.
I actually feel that this is a more useful approach than faster OHI. Would this impact shield hits as well, that would be desirable on certain moves but definitely not others. Assuming that we could have OBI (on block as opposed to on hit), that could be a fairly good way of dealing with the shield-breaking combos against walls, as well as moves that are either retardedly safe or unsafe on block.

So.. Alternate OHI: change the combo potential of moves without altering how safe they are on whiff. We don't want to encourage camping, just make certain combos require much better timing and execution. Slower OHI would be an excellent change for moves that have adequite lag on whiff / block, but have an insane combo window. Faster OHI seems far less applicable unless there's a change in lag, and that's 2 changes as opposed to one... slower is the way to go. It would certainly be a way to deal with problem up-tilts and continuous jabs. With d-airs though... what about the normal autocancel window? Are you suggesting making that window shift on hit? Cause as it is many aerials yield a greater advantage when land canceled early than when autocanceled.
 

JCaesar

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+1 to Shell's idea for making certain attacks laggier on hit.

I think dairs are fine though. We don't want to screw up autocancels, and being spiked off the ground is supposed to have a massive followup window anyway. It's just stupid crap like Falcon's dash attack which need a much smaller followup window (without making them more punishable on whiff).
 

GHNeko

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...Ganon dair should not give you a large enough window to have enough time to land, jump, double jump, and up B, and successfully connect with the top of up B. DK dair shouldnt have a large enough window that when you actually DI away(!), DK can still dash accross the stage, jump, DJ, and Uair you into a Star KO.

Certain Dairs have massive hitstun at relatively regular kill percents. (High High percents, okay, but not normal kill percents)
 

Shell

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@Veril: Yeah, the faster OHI would be mostly useful if we lowered hitstun and wanted to compensate moves.

I'm not sure if we can differentiate between hitting shield vs. hitting a hurtbox -- I don't think we can right now, but shanus might know more.

The problem with Dairs is that they already have a good window for followups at low to low/med percents, they just get silly at higher percents. I'm not sure how to adjust lag to fix the high percent follow-ups without hurting the low percent follow ups. If there's a function that can read an enemy percent (ideas?), then it wouldn't be too hard to make Dairs stop ACing / have additional lag at higher percents. Being able to modify the hitstun a move deals directly would be tasty...
 

leafgreen386

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I've gotta say, it does sound like an interesting idea to have different lag for on-hit vs whiff. Definitely a foreign mechanic to smash, though. I'd have to think about it on if I really agree with the idea or not.

...Ganon dair should not give you a large enough window to have enough time to land, jump, double jump, and up B, and successfully connect with the top of up B. DK dair shouldnt have a large enough window that when you actually DI away(!), DK can still dash accross the stage, jump, DJ, and Uair you into a Star KO.

Certain Dairs have massive hitstun at relatively regular kill percents. (High High percents, okay, but not normal kill percents)
I really don't have a problem with spikes being so **** against grounded opponents. Ganon dair -> upB is one of the cooler things in smash imo, and it's not like it's easy to land, either.
 

leafgreen386

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Isn't there a game with little hitstun called brawl? Brawl+'s hitstun is fine >.>;
Major difference between brawl hitstun and what we're talking about here. It would still be more hitstun than brawl's (even when not canceled), and more importantly, you wouldn't be able to cancel out of hitstun like you can in brawl, which is the real problem with hitstun in that game. The truth is that even just running the hitstun code at its default level would make brawl hitstun semi-tolerable.
 
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