Post by ProviderOfSouls on Jan 27, 2017 1:43:02 GMT
I don't see anybody documenting this anywhere else so I might as well spread it here before there are claims of me not telling anyone anything. bitch
There are multiple types of hitstun in this game. I'm going to go over the ones that are important in particular.
Stuns: This state is when your opponent is in a dizzy sort of phase. There are stars circling above the head of the character stunned. This can be caused from the fourth reflect of a powershield, simultaneous grabs, mashing out of a grab, having your shield broken and from various moves such as Fiona's aerial dash attack. What's important about this type of hitstun is that the stun timer is what I believe to be 'put on hold' when normal hitstun is introduced. Basically, imagine the stun is sixty frames. Ten frames pass before I get a jab combo, one where all the hits connect. By the end of the jab combo, the stun still is at 50 frames left until the opponent isn't stunned anymore because the only frames I lost were the ten frames my opponent wasn't introduced to new hitstun. This allows for extended combos using hits to keep the stun on hold while you build slam or getting important jab combos that would otherwise not work, such as Huff n Puff's AAAA. This does not work with new stuns however, as the newest stun will override the last stun, so you can't stack stuns on top of stuns.
Indefinite Air Hitstun: This is an interesting one. There are some moves in the game that cause a type of hitstun that lasts indefinitely until the opponent hits the ground, or so it seems. My findings for this are from Anthrax's uncharged special and Huff n Puff Wolf's third jab in his AAA combo. Some evidence I found for this being the case is from using Huff n Puff's AAAA combo, a combo that is normally not true, on top of platforms to knock the opponent off with the third hit to see if the link between the third and the fourth hit would become true. I found that it worked, along with hitting them into a wall to wall bounce them. Potential of this hitstun could be high or low, and depends on if moves with this property found are as extremely situational like Huff n Puff's AAA combo.
Any future discoveries of hitstun will be edited into this post.
There are multiple types of hitstun in this game. I'm going to go over the ones that are important in particular.
Stuns: This state is when your opponent is in a dizzy sort of phase. There are stars circling above the head of the character stunned. This can be caused from the fourth reflect of a powershield, simultaneous grabs, mashing out of a grab, having your shield broken and from various moves such as Fiona's aerial dash attack. What's important about this type of hitstun is that the stun timer is what I believe to be 'put on hold' when normal hitstun is introduced. Basically, imagine the stun is sixty frames. Ten frames pass before I get a jab combo, one where all the hits connect. By the end of the jab combo, the stun still is at 50 frames left until the opponent isn't stunned anymore because the only frames I lost were the ten frames my opponent wasn't introduced to new hitstun. This allows for extended combos using hits to keep the stun on hold while you build slam or getting important jab combos that would otherwise not work, such as Huff n Puff's AAAA. This does not work with new stuns however, as the newest stun will override the last stun, so you can't stack stuns on top of stuns.
Indefinite Air Hitstun: This is an interesting one. There are some moves in the game that cause a type of hitstun that lasts indefinitely until the opponent hits the ground, or so it seems. My findings for this are from Anthrax's uncharged special and Huff n Puff Wolf's third jab in his AAA combo. Some evidence I found for this being the case is from using Huff n Puff's AAAA combo, a combo that is normally not true, on top of platforms to knock the opponent off with the third hit to see if the link between the third and the fourth hit would become true. I found that it worked, along with hitting them into a wall to wall bounce them. Potential of this hitstun could be high or low, and depends on if moves with this property found are as extremely situational like Huff n Puff's AAA combo.
Any future discoveries of hitstun will be edited into this post.