Hitting Two Opponents With the Same Attack
One attack can hit multiple targets when they are within range. For example one attack can hit BOTH a character and their assists.
Normally, when an attack touches the opponent, the remaining active frames can not hit the opponent again. However, if there is a second hittable character, then the remaining active frames can still hit him!
This leads to visually strange situations like a normal hitting an assist, then a moment later, the opponent jumps into the active frames and gets hit. This is further compounded by the fact that hitstop only applies to the attacker and the target, thus allowing the attack to hit the unaffected character with the active frames plus the hitstop frames!
This also applies to projectiles like Goku's Kamehameha and Piccolo's Homing Energy Blast, but the later case is more difficult to take advantage of since the projectile will shatter the instant it touches an opponent.
This leads to strange situations like harder conversions during a Happy Birthday combo (a combo that hits more than one opponent at the same time), an attack can hit the main character, then a moment later, the second character who is slightly behind gets hit by the remaining active frames. This is further compounded by the fact that hitstop only applies to the attacker and the target, thus allowing the attack to hit the unaffected character with the active frames plus the hitstop frames!
- Misc Notes
- With regards to cancels on hit/block, hitting assist characters counts as the opponent blocking an attack
- If two opponents are in range of your attack, they are hit on the same frame
When an attack hits an object, both objects freeze in place briefly to give the attack the feeling of more impact. This effect is known as hitstop and can vary in duration, like SS Goku's 5L compared to his Dragon Flash Fist (236X). Hitstop helps with combo consistency because you can buffer commands like special cancels during hitstop and it will be executed immediately after hitstop ends.
Hitstop applies to anything that can attack or get hit - including projectiles and assists. We will refer to all of these as "objects" for the sake of brevity.
Objects experiencing hitstop are frozen in place, but other objects on the stage are unaffected. For example, when Goku's projectile hits the opponent, Goku does not experience hitstop, only the projectile and the opponent do. From Goku's perspective, the hitstop the opponent experiences can be thought of as additional blockstun/hitstun!
- Uneven Hitstop
When an attack hits an objects, both usually experience the same amount of hitstop, but this is not always true. Some attacks deal different amounts of hitstop on hit vs block, and on the attacker vs defender.
- Armor and Parry Stances
Attacks with armor and parry-type attacks are attacks that guard the opponent's attack before retaliating with their own. When these attacks guard the opponent's attack, they can also change how much hitstop each object experiences! This is why some counter type attacks can beat safe jumps; they force the attacker into more hitstop that the defender, and the defender can attack before the attacker can reach the ground and guard!
Jiren's H Shock Tornado (214H) is an example of this.
As mentioned above, projectiles are considered separate objects from the character that summoned them, so when they hit other objects, the character doesn't experience hitstop. The projectile itself does experience hitstop - which explains why multihit projectiles don't do their hits one frame after the other, they need to wait for hitstop to end before they can hit the opponent again!
- Miscellaneous Hitstop Notes
- Amount of Hitstop
- The amount of hitstop an attack deals depends on its attack level, but certain attacks can override these default values.
- Getting Hit While in Hitstop
- Hitstop does not confer any invincibility - your state carries over from what you were doing before. If you were invincible/hitstun/blockstun before hitstop, then you will still be in that state during hitstop. If you are hit while in hitstop, then the previous hitstop ends and the new hitstop begins.
- Hitting Assist Characters
- The attacker and the assist will experience severely reduced hitstop.
- Projectiles where the Attacker Also Experiences Hitstop
- While very rare, some projectiles (like Gogeta's 5S) don't behave like normal projectiles and also put the attacker into hitstop
Some mechanics in the game depend on priority, notably same frame situations such as throw trades. Character priority is determined by the latest player to strike the other, including with projectiles. The sprites of the character with priority will be displayed in front of the sprites of the lower priority character. Character priority can be gained or lost by doing actions such as walking or crouching.
Projectiles are always lower priority than characters. If a character's attack and a projectile hit on the same frame, the character's attack will be applied last. If a projectile and throw occur on the same frame, the throw will be applied after the projectile.
During blockstun the defender will automatically block other attacks regardless of what direction the defender holds until blockstun ends! This lets the defender more easily prepare reversal inputs and more safely input Instant Blocks.
- Block carryover ends immediately when blockstun ends, event a one frame gap
- Block carryover works even when the opponent switches sides.
- Defenders must still block correctly - low attacks must be blocked low, and high attacks must be blocked high
- Hold any downward direction to block low. All other directions will block high.
Airborne Crossup Protection
If a character Normal Jumps, that character's facing will not change until one of three things happen:
- They finish using an air option: Double jump or Airdash.
- They block an attack.
- They land on the ground.
Because of this, jumping can be used to defend against crossups as the defending player does not need change block or barrier direction until facing is corrected by one of the above conditions.
Offensive setups can deal with this crossup protection by doing multiple hits quickly, which may or may not be possible to do depending on what the setup is.
See Proximity Guard.