Some attacks have additional hitstun; G&W's Fire has +10 frames. Fox dtilt +3.
Just a reminder of a new addition to this game. Ruben has information on the few attacks that have them. It's also why rapid jabs work more consistently in this game.
Ruben_dal/status/1124858557059481602
What do you think about this? It certainly explains some weird situations like how Bowser Bomb couldn't be airdodged despite how slow it was.
This also means it's possible that attacks could be given more hitstun in patches, which is just bizarre to think about.
Posted May 29, 2019, 11:26 PM UTC
Oh so after so many years people can finally say "give X move more hitstun" in their balance suggestions without sounding like idiots that don't know how hitstun works (though existing moves with combo issues still have more pressing issues with their ending/landing lag, knockback, and/or launch angles that should probably be addressed to solve comboing issues instead of throwing on a hitstun modifier).
The thing about endlag removal is that it not only makes moves combo better, it also makes them more safe on whiff/shield. If the balance team wants to make a move combo better without making it more safe, I'd imagine this would be the easiest way to do so.
Yes, I imagine that's why Fox's d-tilt has a +3 hitstun modifier instead of 3 less frames of endlag, so there will be cases with certain moves where the ending/landing lag is the issue in preventing combos but reducing the lag would make it too safe for its effectiveness (and it could be a creative way to nerf an overly effective combo tool by making it less safe without hindering its combos).