I am no noob at this game, but I am trying to get a better understanding of the hit stun deterioration mechanic so I can extend combos better. For example, do heavy normals cause more hit stun than lights? How does hit stun work with TACs? Does it completely reset the air hit stun? And are there different hit stuns for air and ground? I assume that special moves affect hit stun differently, but is the based on the number of hits on the special move?
If anyone could answer some or all of these questions, or even give a full explanation of hit stun, that would be great! Thanks.
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0 • Off Topic Disagree Agree LikeYoutube(random doom TAC help, doom combos, ammy stuff, shuma combos and tech): http://www.youtube.com/user/Clickclakmoo?feature=mhee Danke on shuma gorath: "He who sleeps but shouldn't have costed me 5 dollars."
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1 • Off Topic Disagree Agree 1Likewhat doesn't?
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0 • Off Topic Disagree Agree LikeNo, it does.
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0 • Off Topic Disagree Agree LikeThey pretty much had the legitmate theory on how it works. To understand a bit better, watch these two videos...
[URL='
Now watch this video in comparison where he does the combo as fast as possible, and he gets more hits than usual. Notice how he got more of bang for his buck regardless of the missiles.
Therefore the conclusion was that HSD is a timer that slowly eat hitstun from moves.The general rule of the is the faster you do a combo, the more likely that it will connect. This rule only apply to hitstun that can be decreased by the HSD. Certain types of Hitstun cannot be decreased by the timer, this is one of the reasons why infinite do exist in this game. For example Nova's Centurtion Rush overhead will ALWAYS do a ground bounce.
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0 • Off Topic Disagree Agree LikeI posted this right after u posted above me ^^ , ill take a look at those links. Thanks!
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0 • Off Topic Disagree Agree LikeI have also been recently looking into this, and I'm going to explain this to you the same way it was explained to me the best I can. I'm by no means an expert , and I will likely miss some aspects of the system, but I'm learning just like you so I hope I at least provide some form of new knowledge.
In UMVC3 there is a Hit Stun Timer. The timer starts as soon as the first hit of your combo begins. I'm not exactly sure if the counter counts up or counts down. My gut tells me it counts down, but the direction isn't very important. The timer momentarily stops every time a new attack actually lands. Some attacks completely stop the counter until the next successful hit. These attacks are, but not limited too : Wall Bounces, Ground Bounces, Soft Knock downs, Crumples. Some attacks have fixed amount of hit stun no matter what, I believe Dr. Strange's Impact Palm is an example of this, 35 frames? I'm still not sure what the state of the timer is during this scenario. My gut tells me that it freezes as well, and if a new move isn't registered by the time its over they recover. Some moves supposedly affect the decay timer negatively. I say supposedly because I haven't quite figured it out yet. For example, Thor's Mighty Smash is supposedly pretty bad towards hit decay. What I'm not sure about is if , this move actually adds time to the counter as a property of hitting it? or is it just bad because its kind of a long move with alot of start up and active frames, those frames are opportunities for the timer to keep running.
So this means a few things 1) How fast you do your combos is a heavy factor. The longer you can pause the timer the better. 2) Doing moves that completely freeze the timer for later in the combo will be the most beneficial.
There is still alot I don't know, i'm hoping to learn it soon tho. Hope this helps
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0 • Off Topic Disagree Agree LikeYoutube(random doom TAC help, doom combos, ammy stuff, shuma combos and tech): http://www.youtube.com/user/Clickclakmoo?feature=mhee Danke on shuma gorath: "He who sleeps but shouldn't have costed me 5 dollars."
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0 • Off Topic Disagree Agree LikeThank you, this is indeed very helpful!
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0 • Off Topic Disagree Agree LikeI had it in my head that some attack types in particular (ground/wall bounces) knocked off large chunks of hitstun, whereas some add to it (upwards TACs). ]
Thoughts?
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0 • Off Topic Disagree Agree Likehttps://docs.google.com/spreadsheet/ccc?key=0AgP5aijkvUNBdHlqM3V2Q2xrWnlaeU9FallMaGJHMlE&hl=en_US#gid=0
If it says yes, nobody how long you are in the combo. If it connects, it won't decay.
If it says no, it's not immune to HSD.
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1 • Off Topic Disagree Agree 1LikeWow. That is amazing thanks. And as I figured, I am pretty sure alot of other people have questions regarding hit stun deterioration so feel free to ask other questions. I am sure there are a few I haven't asked.
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0 • Off Topic Disagree Agree LikeYeah I thought the same too. It would seem reasonable if every hit had some sort of hitstun value it would prevent combo from becoming infinites but I guess I got to the wrong train of thought.
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0 • Off Topic Disagree Agree LikeEvery hit does have a set hit stun value, both an initial and a minimum. That value just has nothing to do with the rate of decay, which is simply done via timer after the combo starts. TACs, in any direction, reset and suspend hit stun decay until either character touches the ground again.
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0 • Off Topic Disagree Agree LikeFirst of all, HSD is a timer. From the very first hit of the combo, it is activated and begins ticking downward. Every move has a base hitstun value and a minimum hitstun value. As the timer ticks downward, the moves slowly transition from their base value to their minimum value. The minimum value for each move differs from move to move, but I believe the lowest value of any move is 4 frames. I could be wrong, though. That is the system in a nutshell; a timer that decreases a move's hitstun as it nears zero. It seems really simple, and that's because I haven't started discussing the different factors that affect the timer.
As you may know, all the timers in the game, be it for X Factor or powerup hypers, freeze momentarily when the person using the timer lands a hit. I call this the Timer Freeze Property. This property also applies to the HSD timer, from what I can tell. Although it's hard to create a test that tells for sure, it makes logical sense and it seems to pop up a bit in the game when people delay their moves too much.
The next interesting property is that, from what I can tell, a certain amount of time is re-added to the HSD timer when the opponent is launched, and a flying screen occurs. This theory has great merit to it; one who regularly plays Doctor Strange can relate to this property quite well. You see, in Strange's Air Impact Palm loops, there comes a point where if you try to do Jumping MMH xx Impact Palm just one more time, they fall out. If you launch them, however, the Jumping MMH xx Impact Palm works again.
Now, before HSD was fully explored, the common argument against this theory was that the flying screen HSD and regular HSD were separate. However, with some tricky timing, Strange can do an entire combo without launching, and when he finally does launch, his air series will not work. This can be verified with many other characters, too, making the theory presumably valid.
Something that I haven't quite figured out the details of are the way special opponent states affect the HSD timer. From what I have observed, however, I can guess that the HSD timer never stops running, and that not even special states alter the flow of the timer. In several combos with groundbounce starters, I've found that the timer definitely continues running during bouncing states. It also definitely continues running during hard knockdowns, and soft knockdowns mark the end of a combo. That leaves two special opponent states that I haven't figured out.
•Crumple state
•Special hitstun state
A special hitstun state is a state where the opponent is placed in some sort of fixed or mechanically different hitstun, such as a spinning knockdown or the fixed hitstun caused by Strange's Air Impact Palm. It is unknown whether or not the timer runs during these states, but I firmly believe that it does. Sadly, I have no evidence to support this except for experience with combos. As for crumple states, I believe it runs there as well, although it may run slower than normal.
Finally, TAC's affect hitstun in some way that I cannot exactly tell. I know the amount of hitstun the incoming character has to work with is proportionate to the length of the original character's combo, but the extent of this is unknown. Upon a TAC, the HSD timer is temporarily reset to a given amount, where it appears to stay until the new character lands. Once the new character touches the ground, the HSD timer is set to the original time, minus the time of the entire combo. That's what I can tell. In case you weren't aware, a TAC also puts the opponent into a soft knockdown. I'm sure you knew that, though.
Also, this goes without saying. The following moves are never affected by HSD, despite the fact that the timer keeps running.
•Soft Knockdown
•Hard Knockdown
•Wallbounce
•Groundbounce
•Crumple
•Spinning Knockdown
•Fixed hitstun
•Sequences in which moves hit more frequently than once every four (?) frames
That pretty much wraps up my knowledge of HSD.
PSN: TheCougar44. Add me if you want to play some matches!
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0 • Off Topic Disagree Agree Likejust to verify: the opponent is put in exactly 35 (I believe) frames of hitstun whenever Impact Palm lands. this is also the case with uncharged Flames of the Faltine. this move also ignores hitstun deterioration and also places the opponent in a constant number of frames on hit. the only reason why the Palm xx Flames infinite does not work outside of X-Factor is because the 18 frames needed for Strange to recover offsets the hitstun (and +3 frame adv) of FoF. if I had to hazard a guess, I'd say it's somewhere between 10-15 frames.
oh, and speaking of which... you'll want to check the combo thread. we're definitely on to something there. Strange's damage is going to skyrocket soon. ;)
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0 • Off Topic Disagree Agree LikeHonestly, it's just simple hit stop. Hit stop freezes the entire game for several frames whenever a hit is landed. This is actually true of most games. Very nice write up overall though.
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0 • Off Topic Disagree Agree LikeFantastic insight this btw.
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0 • Off Topic Disagree Agree LikeHonestly I'm not sure, simply because I didn't test that information. Someone else made a long post on HSD a while back and that's what he said. The only reason I actually posted it was because it does a rather good job explaining why beams always hit fully, regardless of HSD. I'll test that for you later.
And Chef Borjan, I think so. There may be some multi-hitting moves that fail to freeze the timer, but I'm not sure.
PSN: TheCougar44. Add me if you want to play some matches!
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0 • Off Topic Disagree Agree LikePSN: TheCougar44. Add me if you want to play some matches!
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0 • Off Topic Disagree Agree LikeAir normals cause more hitstun in superjump state than they do in a regular jump state. Take Sentinel, who normally cannot combo his j.L into his j.S. Launch them (which puts you in super jump state), and it will work.
Interestingly, flight mode retains the hitstun of whatever state it was started in. Starting flight from the ground has the same effect as starting it from a normal jump. Starting flight from a super jump and flying down (Or, a tigerknee flight) still gives the same hitstun that you would have at super jump height. This allows j.L to combo into j.S.
You could also set the dummy to normal jump, and kick him/her with Sentinel's j.M. You can visually see the difference in the amount of hitstun there is when you fly in a super jump state versus when you do not.
Twitch
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0 • Off Topic Disagree Agree LikeGreat post. Thanks, I was curious about the TAC because I was just informed about how HSD doesn't appear until after the character lands (I.E. Dr. Doom.)
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0 • Off Topic Disagree Agree LikeThe combo at the start works when starting in or near to the corner, but as shown from 1:18ish onwards, when started from midscreen, the extra time spent at the start of the combo when Thor was travelling towards the corner means that the
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0 • Off Topic Disagree Agree Like-Bokkin
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0 • Off Topic Disagree Agree LikeThat's interesting. It's funny because same thing can be said about launchers and sj:s:. When I was playing around with Storm I was doing some of her assisted combos into flight mode and after I launched and did my fly loops
I'm that Spider-man guy... or better yet, just call me Z
I won't accept weakness...
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0 • Off Topic Disagree Agree Likerandom side note..
Out of all the threads and forums on srk, this one has the potential to change the game completely.
-Bokkin
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0 • Off Topic Disagree Agree LikeSent from my Nexus 7 using Tapatalk 2
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Hit stun deterioration (HSD). Hit stun decreases as the combo goes along.
It runs on a timer. The timer is continues to run during TACs, but simply does not apply its effect on moves during TACs at all. The timer is slower on grounded opponents. The timer is faster on airborne opponents. The timer seems to go down a lot when you do a ground bounce, more than a normal juggle.
A character that has super jumped has added hitstun to their attacks.
I do not know if getting hit or blocking/pushblocking will get rid of the super jump state for hitstun. It does for the ability to call assists, however.
Minimum hitstun of any attack, even when the HSD timer has run so long that every attack seems to have nearly no hitstun, will be 4 frames (I believe). It might be 3.
So, any attack faster than 3-4 frames will always connect. Examples are any normal canceled into a snap back (1-2 frames dependent on character), Spencer normal canceled into point blank Armor Piercer (3 frame)
Some attacks have their own special properties which allow them to always combo. For example, crumples, stuns, wall bounces, ground bounces, hard knockdown, soft knockdown (Vergil crH... why)
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0 • Off Topic Disagree Agree LikeI believe this is why most throw combos need to be shortened a great deal (except the ones that don't cause a hard knockdown like Mags or if you can catch your opponent before the hard knockdown like Doom, Thor or Iron Man).
To test this, start a Doom combo with j.f+h and then start one with j.s. Even if you air dash down and catch them with cr.m, cr.h, s off the j.s, you won't be able to land nearly as much even though they take roughly the same time (and less time than a jump in like j.m).
http://www.youtube.com/user/CrouchStrong?feature=mhsn
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0 • Off Topic Disagree Agree LikeBasically, if you keep them on their feet (you hit them while they're standing), you'll get more time.. It's almost as if HSD doesn't kick in for a little bit if they're still on their feet.
With throws, I'm not sure if the timer starts during the animation, or after they're let go... I haven't tested, but it should be fairly straightforward to test.
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0 • Off Topic Disagree Agree LikeSent from my Nexus 7 using Tapatalk 2
I'm that Spider-man guy... or better yet, just call me Z
I won't accept weakness...
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0 • Off Topic Disagree Agree Likesuper jumping actually adds hitstun to your attacks. A regular jump j.H will have less hitstun than the same j.H performed in a super jump state.
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0 • Off Topic Disagree Agree LikeIt also changes certain properties depending on how it's used. For example with Spidey after a web throw you can OTG zip into j:s: s:m: c:h:. You can also OTG into j:s: c:h: but it's slightly difficult due to them being low and sometimes the c:h: just straight crosses up. When you super jump air dash over though into OTG zip j:s: they somehow pop up high making it a lot easier to go from j:s: into c:h: while omitting the s:m: altogether to save on some hit stun. To be honest though I still think this has to do more with the camera though since the screen kinda bounces the moment I super jump and get over there but the effect is all the same.
I'm that Spider-man guy... or better yet, just call me Z
I won't accept weakness...
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0 • Off Topic Disagree Agree LikePSN: KingRaou - Spider-Man/Hawkeye/Dr.Doom
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0 • Off Topic Disagree Agree LikeYou should also specify that the timer keeps running in the background even during the TAC induced "histun limbo." As soon as they come out of it, it's as if HSD had been running the whole time.
http://www.youtube.com/user/CrouchStrong?feature=mhsn
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0 • Off Topic Disagree Agree LikeHuh. Fun little factoid there. Good to know, I'll mess around with Magneto combos tomorrow and see how I can optimize stuff using this knowledge. No wonder normal jump j.H adf Magblast L messes up the rest of the combo a lot.
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0 • Off Topic Disagree Agree LikeOnce hitstun is stretched all the way (minus a few exceptions of course), both jumping and super jumping normals should inflict 4 frames of hitstun.
http://www.youtube.com/user/CrouchStrong?feature=mhsn
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0 • Off Topic Disagree Agree Like-Bokkin
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0 • Off Topic Disagree Agree LikeWhat does this mean? Specifically the "stored spikes" part.
SSF4AE: Cody & Guy
SFxT: Abel/Bob
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0 • Off Topic Disagree Agree Likehttp://www.youtube.com/user/CrouchStrong?feature=mhsn
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0 • Off Topic Disagree Agree LikeOh yeah, also, cinematics freeze the HSD timer, i am 99% sure. i.e. web throw, supers like dark angel.unlike TACs, the HSD timer just doesn't run during cinematics.However, xfactor timer does.HSD is weird.Amended - web throw freezes the HSD timer it would seem. Cinematics seem to freeze them but they might set it to a point so that the hitstun for the combo is noticeably lower.
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