Hitting Two Objects With The Same Attack
- Zato + Eddie, Dizzy + Fish
- Eddie will absorb the strike, allowing Zato to move/attack freely. The attack counts as striking an opponent, so attackers can still perform gatlings, special cancels, or jump cancels.
Since Zato was not hit, (and thus not in blockstun or hitstun) Roman Canceling after hitting Eddie will count as Yellow/Purple depending on when you RC. This is a problem for reversals like Volcanic ViperGuardMidStartup5Recovery29+8 after landingAdvantage-41 as that means they can not be Yellow/Purple Roman Canceled, making these moves much weaker against Zato or Dizzy attacking in tandem with their partner.
- The same rules apply to Dizzy and her fish.
- All Other Situations
- The attack will hit both targets.
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 Sol's 5PGuardMidStartup4Recovery6Advantage±0 compared to his FafnirGuardMidStartup18Recovery12Advantage+2. Hitstop helps with combo consistency because you can buffer commands like special cancels during hitstop and it will be executed immediately after hitstop ends. Characters with charge moves (like Venom's Stinger AimGuardAllStartup27～47RecoveryTotal 55～75Advantage+6) also have the added benefit of getting more time to charge those attacks.
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 Ky's projectile hits the opponent, Ky does not experience hitstop, only the projectile and the opponent do. From Ky'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, or normal hit vs Counter Hit.
The most common example of this is Counter Hit - the defender experiences a few extra frames of hitstop compared to the attacker. These extra frames of hitstop can be thought of as extra hitstun since only the defender experiences them.
- 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 enough uneven hitstop that the defender can attack before the attacker can reach the ground and guard.
Baiken's AzamiGuardStartup1RecoveryTotal 34~122Advantage- 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 have unique amounts of hitstop.
- 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 Eddie and Dizzy's Fish
- Both you and Eddie/Fish experience hitstop.
- Hitting All Other Assist Characters
- Neither you nor the assist experience hitstop.
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.
See Proximity Guard.