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Who has the worst hitstun in the game?

Artmastercorey

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Oct 31, 2005
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Depending on the attack every character gets in hitstun where you cant control them, but some seem to be able to recover out of it earlier than others (such as luigi, little mac, ect). I play as a few characters but usually go with toonlink the most and notice when he gets hit alot of times his ability to recover is slow (and he has horrible landing lag too). However some slower characters like deedeedee actually seem to have quicker recovery times too if im not mistaken. You hit them and they can hit you back. I wonder then, who suffers the worst at recovering from a hit?
 

ChronoPenguin

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Except for a couple of specials I don't believe they are getting out early, their attacks have low start-upframes and so they can be used the moment they are out of stun.
 
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Artmastercorey

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Oct 31, 2005
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Perhaps. It seems like I have to wait a bit for some character before I can even start an attack animation. Characters like diddy I thought had the ability to get rid of hitstun but what your saying does make sense aswell.
 
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Jaxas

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Perhaps. It seems like I have to wait a bit for some character before I can even start an attack animation. Characters like diddy I thought had the ability to get rid of hitstun but what your saying does make sense aswell.
There was an exploit pre-patch that allowed a few characters to cancel hitstun, however that has been removed.
As far as I know, hitstun depends more on the attack than the character hit; some characters just have faster moves once out of hitstun (Little Mac/ZSS have a Frame 1 jab, for example).

Hope this helped!
 

Artmastercorey

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Oct 31, 2005
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There was an exploit pre-patch that allowed a few characters to cancel hitstun, however that has been removed.
As far as I know, hitstun depends more on the attack than the character hit; some characters just have faster moves once out of hitstun (Little Mac/ZSS have a Frame 1 jab, for example).

Hope this helped!
Oh i see, so every character has equal hitstun from attacks (perhaps not knockback?). It seems like some characters can retaliate almost immediately from a hit but really everyone can... its just some characters attacks come out in less frames so it seems like they are in hitstun for lesser time. Interesting stuff!
 

RascalTheCharizard

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Apr 10, 2012
Messages
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It is definitely not equal, nor has it ever been.

Typically light, fast-falling characters receive the longest hitstun. So in this game that would be characters like Fox, Zero Suit Samus and Meta Knight, to name a few.

I wrote up a thing a while back that should hopefully explain why hitstun varies from character to character, but I would not be surprised if it had some inaccuracies:
Hitstun is a direct result of knockback. As you will likely know, a character's horizontal knockback is affected by weight and their vertical knockback is affected by weight and fallspeed. Hitstun pretty much ends when a character's flight path has been travelled, not factoring in any leftover momentum of course. In a general sense, light, floaty characters fly further when struck but also faster, meaning they get out of hitstun quickly. Characters like Samus who are floaty and also heavy are especially notorious for this. They don't get sent too far away but also reach their knockback apex quickly and can sometimes be in range to just Nair you before you even get the chance to follow up (grrrrrrr). On the other hand, light fastfallers like Roy and Fox are very easily combo'd as their light weight means that they SHOULD get sent far away, but their fallspeed ultimately keeps them close by (they have a tendency to start descending before hitstun even ends lol) if hit upwards. This is why things like Stompknees and Space Animal Slayers are so effective against such characters.
 

Artmastercorey

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Oct 31, 2005
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It is definitely not equal, nor has it ever been.

Typically light, fast-falling characters receive the longest hitstun. So in this game that would be characters like Fox, Zero Suit Samus and Meta Knight, to name a few.

I wrote up a thing a while back that should hopefully explain why hitstun varies from character to character, but I would not be surprised if it had some inaccuracies:
Goodstuff Rascal. What you said about floaty character is interesting too because I always wondered why kirby and jigglypuff/luigi seem to retaliate right away when im using a low knockback/low weight character like toonlink.

I suppose a low weight character with low attack power wont send another low weight character flying too far. Hmmm....or any other character that matter. It would seem being a low knockback character can be dangerous if your attacks arent quick enough to combo.
 

ZHMT

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Hitstun duration is probably based on knockback like it was in the past 3 games.
 

mimgrim

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In layman terms, heavier characters have less hitstun while lighter characters have less hitstun.

There is a common misconception among more inexperienced fighters that fall speed directly affects hitstun but that isn't case. Jiggly would still be in more hitstun then Ike, for example, because she is light but she seems to get out of it fast due to her being floaty, and thus her getting sent further away which means you have to go farther to get to her, but isn't actually in less hitstun.

Size also plays a part in how well a character can be combo'd. For Example Bowser is heavy and floaty but his size makes him easier to hit and combo against.
 

RascalTheCharizard

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In layman terms, heavier characters have less hitstun while lighter characters have less hitstun.

There is a common misconception among more inexperienced fighters that fall speed directly affects hitstun but that isn't case. Jiggly would still be in more hitstun then Ike, for example, because she is light but she seems to get out of it fast due to her being floaty, and thus her getting sent further away which means you have to go farther to get to her, but isn't actually in less hitstun.

Size also plays a part in how well a character can be combo'd. For Example Bowser is heavy and floaty but his size makes him easier to hit and combo against.
Yeah I figured what I said was incorrect. So from what I'm getting from your post, fall speed actually is not used in calculating the number of knockback units a character receives from an attack?
 

mimgrim

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Yeah I figured what I said was incorrect. So from what I'm getting from your post, fall speed actually is not used in calculating the number of knockback units a character receives from an attack?
Basically.

A character's gravity (fall speed) doesn't directly affects knockback but despite this a character with a lower gravity value, likes Jiggly, will still be sent further away then a character with high gravity, like Fox.

So yea a character's gravity will not be put into the equation of calculating knockback.
 
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