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 Grappler's 5A compared to his 236M . 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 Launcher's projectile hits the opponent, Launcher does not experience hitstop, only the projectile and the opponent do. From Launcher's perspective, the hitstop the opponent experiences can be thought of as additional blockstun/hitstun!
- 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!
Brawler's Cave-in (4M) 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
- 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.
- On a trade, hitstop is equalized to 10f for both characters. This does not change hitstun.
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.