I approve every mention Lethal League is gonna get, it's pretty much built around hitstop and 'feels' amazing. As a fun party game AND as a competitive spin on fighting games
hey AltF4Games krass das du dich auch für fighting games Interessierstm, gefällt mir. btw great Video explaining the hitstop mechanic i really appreciate it alot more now.
The hit stop in Lethal League is so over the top that you cannot play the game without screaming at the top of your lungs whenever the Stage enters Negative mode
Yeah l love those guys so much they know how to make things hype l remember theyr tekken 7 video in every slowmotion moment that they had was the hypest thing ever l am so glad that they are still around😊
Fun fact: in smash bros, hitstop had additional mechanical significance since you can SDI only during it. You can wiggle around your controller while in hitstop to slightly move your character in that direction, which can be very helpful to gradually move you a lot through multi hits or long combos, and is one of the reasons smash's combo game is so interactive
I'd say hitstop also makes it feel like the move encounters resistance, it actually connected against a body and struggles to go through, contrary to when you wiff and it just cuts easily through the air
I got so confused because I was thinking "doesn't he mean Hit-stun?". I had to google to find out that Hitstop and Hit-stun are two different things. Learning everyday.
@@funstorm1789 thats not what he wanted at all. Hit-stop is an animation technique while hit-stun is a gameplay feature. Both usually happen at the same time but they dont need to be both present: like how on the monster hunter world exemple there was no enemy to suffer hitstun.
@@funstorm1789 Hitstop is not at all "the first few frames of hitstun". Because hitstun is a mechanic that only affects the character that got hit. But the attacking character would also be paused by a hitstop effect despite not being afflicted with hitstun.
Weirdly enough without the hitstop, the animations looked unrealistic. Especially with the greatsword, you would imagine that there would be some tension stopping it from going cleanly through. Those stops are what I imagine would happen when punching someone across the face, the person would have some resistance against the punch to, incorrectly, try to stop the punch's force.
As someone who enjoys punching people in the face (kickboxer) it’s not actually like that mostly you just feel your fist make contact but there is no dramatic stop unless the strike connected in a very specific way, kind of anticlimactic but it is what it is.
Hitstop in Lethal Lague can be used, and I swear this 100% scientific, as raw energy. Need a pick me up, Lethal League Hitstop. Need something to start your car, you got it. Need something to provide with the feeling of breaking reality itself for hitting a small ball, yep there it is
Random thought but in SF3 New Generation, I think the Shin Shoryuken had barely any hitstop at all, and it felt off compared to when they changed it to how it is now in 3rd Strike (I don't know when the change to the hitstop was actually made).
Distillation of greatsword essence into the ultimate charged slash. Makes every moment spent charging worth it. Warrior only gets three skills, and THREE IS ALL YOU NEED.
They seriously feel so good, especially when there’s not a whole lot of long hitstop in a game. Just like ABI said, it makes that stuff feel important, and that’s awesome.
While "Hit Stop" is unique to video games. Anime has a similar concept known as "impact frames", where time freezes and the screen flashes, usually in a sketch kinda style which serves a similar purpose.
One thing about hitstop that wasn't mentioned in this video is how it works in games with multiple hurtboxes laying around. In Smash in particular, if you hit a move with a hurtbox (like Duck Hunt's can or Wario's bike) it will stop the attacker in place for a short amount of time, effectively increasing the number of active frames of any given move.
You could go deeper into the "rhythm" aspect of the hit stop as a game mechanic. Because in any game where you cancel moves into each other, especially anime. the "correct" time to input the next move is right when the previous one lands. This makes the hitstop frames act like a visual queue for the input window of the combo
while also giving the flexibility to do other things than a given combo path. for example, if there is a burst mechanic, the standard route might get you more damage, but you might want to cash out for less damage with like a super for unburstable damage to win the round.
@@SugarPunch Good video 😉👍. BTW, do you take suggestions? If it's okay, can you do an episode on Bliztank from Akatsuki Blitzkampf/BlazBlue Cross Tag Battle or Lowain from GranBlue Fantasy Versus, please?
wasn't there a lack of hit sparks as well? It probably was the lack of hitstop but I messing with MUGEN back in the early 2000's so the lack of Sparks threw me way off.
Pretty neat video.. From a gameplay perspective hitstop is also pretty good since it gives the player a bigger window to not only register what just happened but to input commands while the game is "frozen" which can make cancelling in the middle of a combo more consistent. also another reason why a lot of MK attacks feel terrible
the first time I ever noticed Hitstop was in The Legend of Zelda: Wind Waker. it becomes a glaring thing when you say... do the wirlwind spin into a group of small, swarming enemies, and you get hitstop for each and every one caught in whirlwind of blades.
And Windwaker have a sound effect which blared out with a higher tone for each enemy it hits. It may not have a combo counter on screen but it sells the impact of action between than most games just with that before we talk animation or hitstop.
Tbh I prefer hitstop. The feel makes it like a second thought to me and like he said *just like a dance*killer The speedy bois feel faster while the big guys move slower and it feels like the impact of it was like being hit by a truck.
I attended a banger seminar on combat design by Lethal League's lead designer not too long ago. It's really cool how much attention Team Reptile put into the hitstops, from small details like cutting certain frequencies in the audio to ensuring the game loop would nudge each match to those show-stopping moments! I made sure to add hitstops early in my assignment lol
2:55 - When I saw this segment I immediately thought of Smash Ultimate lol I can just imagine Captain Falcon's Falcon Punch or DK's Giant Punch going slow-mo when they hit someone
I play mostly Tekken and the animation in that game prioritizes fluid motion more than anything. So that's what's missing in 3d games. The hit stop. Shit feels more powerful when you see the impact. You learn something new everyday. Thank you A.B.I.
I'm a traditional VS fighting game fan, but ever since I've started playing Lethal League Blaze it felt like a whole new world of gaming opened up to me. The animation, the soundtrack, the character design, the artistic direction... and fuck that gameplay is awesome. I love everything about this game and it's seriously underrated.
@@sunthi9619 Too much hitstop looks so awful and choppy, like my screen froze or my console is dropping frames. Hurts my eyes to watch. That is just one of many reasons why I prefer NRS games to Japanese fighting games.
Holy shit I never thought to see Chaos Legion ever referenced in any of the analysis/essay videos I've watched on this site. Such a buried title that deserves a second look by Capcom. Stellar work as always btw
I relly appreciate these videos, always fun and insightfull to watch. I have one extra note to add regarding hitstop, from a gameplay perspective. Hitstop makes 'hitconfirming' easier, it makes it easier to recognize if a button whiffs/blocked/hits, having these few extra frames to recognize what is going on is crucial. Anyway keep up the videos i love them!
I play FG for a long time and i never knew about hitstop, nice job that was a marvelous tutorial!!!! Now i know why i love Sol Badguy, his hits are so satisfying whenever they connect
It had a certain grace to it, but lacks that oomph, that feel of resistance from the target. If your greatsword is just slicing through ultratough hides and bones, it won't be as fun as watching it *struggle* to follow through.
I'd say that hitstop improves impact because without it your brain has less time to understand what the animation is trying to symbolize, while with hitstop your brain has a bit of time to process "that's a big hit, alright", kind of like when it feels like time slows down when you're under stress
Crazy. I see the same sort of principles used in games that you didn't really mention. Smash Bros Final Smashes also use this principle. Whenever you get caught in a sort of activation final smash, theres a huge pause before you see your character in the cutscene or getting hit multiple times before finishing with another giant swing (Like Ike or Greninja's). Also just any character from Skullgirls is also deserving of a mention. Like you said when talking about Abigail and that one vid comparing Bob and Rufus, big characters have this built into their moveset by necessity. Big Band has this used numerous times in his moveset. Such as his Satchmo Deathblow, with his giant swing at the end, and his air grab with the big ring of the bell after its concluded. Your vids have taught me a lot about animation, which is helpful because I wish to make a fighting game at some point, so this was extremely useful.
He fucking got me at tactile feedback. EDIT: That editing of the music and the dramatics of the Lethal League clip is so satisfying. Love me some Lethal League.
This is a beautiful analysis of something that one should seek to capture when animating hits in games. Love it, and thanks for the breakdown. :thumbsup:
Bit disappointed you didn't include killer instinct, they use hit stop as a musical rhythm especially when you have ultra combo, I kinda love it, it a pleasure to look and listen at the Same time 😊
Lethal League's hitstop is also really convenient; It gives the player a moment to breathe and process what's going on before the ball goes flying off again. Not to mention, the release bar on the bottom of the screen lets you know when the ball's gonna move again too.
in a fun example of hitstop actually having gameplay consequences, in platform fighter rivals of aether, you can actually fast-fall during the hitstop of a move, allowing for strings and combo-routes that wouldn't exist otherwise. This exploit was kept in rivals as a feature, aka "hitfalling" and it actually really helps contribute to a distinct feeling in gameplay seperate from other platform fighters like smash. If there's hitstop, you can hitfall during it. Feels really good on a kinesthetic level too.
I think it's worth mentioning that hitstop also serves a functional purpose to enable hit-confirming different moves. Without it, moves would be much more difficult to hit confirm OR they would feel really sluggish when whiffing the move in neutral (making you susceptible to whiff punishes). The best example I can think of are Yuri and Mr. Karate's st.B/st.LK in KOF13 (there are probably a few others but these come to mind). Significant hitstop + large cancel windows make them pretty useful for hit confirm. Same for Ryo's st.D/st.HK in the same game.
I often prefer the hitstop of BlazBlue CT and CS just for the sake of comboing. Most other 2D fighting games have what I often meme as 0.5 frame hitstop akin to MAHVEL BAYBEE But on a technical aspect, hitstop frames are there to also mainly dictate attack level (AKA what is a light, medium and heavy attack upon impact). Of course, with moves not within the same tier as normals and command normals, there tend to be exceptions, especially in BlazBlue.
i love how in BlazBlue Bang's web nail attack "hitstun" is 3/4 hitstop, because of it you can chain super beyond the combo timer limit and it gives that sense that the opponent is stuck in the web
Great video, only I'm sure I've seen instances of hitstop or some slow motion of similar effect in animation before. I can't remember where, but it's certainly present in other non-video game mediums.
its the most well known yeah but it was kinda overblown. the only reason it was hyped was because it happened at the last round in grand final or something.
@@sunthi9619 not really the daigo parry became so popular that people used Chun lis super as a way to practice Alpha Parrying. It'd be like if you were the first person to, in basket ball to decide to shoot farther away from the hoop, it becomes the 3 point shot and now everyone in the sport wants to at least practice doing it.
drama is an important component when it comes to narrative. Especially at the highest level of play. When Ricky Ortiz is mashing Chun toward HP and each hit feels weighted a devastating. Even though we as the audience knows what the button does and how much damage it does and how the button actually works. That's energy is there. You can tell how the player feels in that moment Economy of buttons help to tell a narrative. Are you being tentative or waiting for your chance by down backing or are you a demon unrelenting with buttons that may or may not get you trouble.
Great video as always! I think "Hitstop" is one of the reasons why I prefer the look and feel of 2-D fighting games than the 3-D ones. In Arcsystemworks games I've noticed that they don't try to hide "Smears" in their characters' attacks, while in animated shows, some studios try to hide them in order to make the action believable. Can you do a video on the use of "Smears" in fighting games?
Lethal League is the master of hype through hitstop. Trying to time your swing in time with the end of the hitstop and making sure you don't run into a hitstop ending super or a bunt is stupid tense with friends
Hitstop in anime fighters (and other fighters with chains/gatlings) also serves a purpose for gameplay, as hitstop is when you input the next attack to get a chain
The problem with hitstop in Monster Hunter World is that monster don't go into hitstun. In the case of the Great Sword's True Charge Slash, it adds an extra 2-3 secs to the attack while the monster is still able to act freely, potentially making an otherwise safe action unsafe. It wasn't nearly as egregious in previous games.
I have noticed that in tekken 7 all of the 2d characters have hit stop that matches their respective games. They even gave Eliza (Tekken original 2d char) her own version of hit stop that matches. Tekken 7 is brilliant.
Humans have more than 5 senses and a couple of the others are pretty relevant to video games (especially VR) As an aside, hitstop has a little bit of simulationist value in how it conveys momentum transfer, since a strike will decelerate on impact and potentially reaccelerate in the follow-through. If a long, arcing strike had no hitstop, the hit wouldn't impact the speed at all, which is also unrealistic. I think the artistic licence comes in most with the scaling aspect that you covered, since that's not how inertia works. There it is basically doing the job that slomo otherwise often does. The painwheel example is really cool. I always assumed the less-blurred frames were in the normal animation, but the extra effort is a really cool mixture of the artistic and realistic aspects.
@@ratedr7845 The 5 sense model is simplistic. There are a number of senses that are distinct from the classical 5, like the inner ear function that tries to identify which direction is down. Another one that is relevant to VR is "proprioception," the sense of body position. If you're going to correct someone, make sure that you're actually right first.
@@MopedOfJustice hunger is not a senses, senses help us take information from the world around us, hunger is just something we feel when our bodies lack food, ffs
5:10 it depends, is the hit big/ important? If the hit stop is BIG and has tiny effort for the hit stop then it doesn't feel important no matter how much hit stop you use.
Special shout-out to Darkstalkers, which specifically continues animations through hitstop so you can HIT the opponent on smear frames, but visually bypass the smear frame!
i kinda feel like it has too much hitstop. Like I know why they have so much, because without it combo breakers would be impossible. But to have every move has so much kinda ruins the feel of some hits you know? That the big duff moves aren't as powerful compared to other moves since the overall amount of hitstop is so high.
@@Ninja-The-Red-Shinobi Yeah it's pretty curious, it does feel a bit like a slideshow at times. My guess is that, since the combo system, combo breakers, counters, etc are so crucial to KI, they had to pace it out. It does make it easier for newbies like me!
I approve every mention Lethal League is gonna get, it's pretty much built around hitstop and 'feels' amazing. As a fun party game AND as a competitive spin on fighting games
Lol, AltF4Games. Grüße gehn raus
hey AltF4Games krass das du dich auch für fighting games Interessierstm, gefällt mir. btw great Video explaining the hitstop mechanic i really appreciate it alot more now.
The hit stop in Lethal League is so over the top that you cannot play the game without screaming at the top of your lungs whenever the Stage enters Negative mode
Using FNF footage of Lethal League Blaze is a Galaxy Brain Move, good job with that ABI.
how is your comment 4 days old? :O
@@hombreglobo2344 The video was probably unlisted or private but available through Patreon.
@@ProxyDoug that make sense
Woolie sure knows how to hype up the whole room.
Yeah l love those guys so much they know how to make things hype l remember theyr tekken 7 video in every slowmotion moment that they had was the hypest thing ever l am so glad that they are still around😊
Fun fact: in smash bros, hitstop had additional mechanical significance since you can SDI only during it. You can wiggle around your controller while in hitstop to slightly move your character in that direction, which can be very helpful to gradually move you a lot through multi hits or long combos, and is one of the reasons smash's combo game is so interactive
I'd say hitstop also makes it feel like the move encounters resistance, it actually connected against a body and struggles to go through, contrary to when you wiff and it just cuts easily through the air
thats why mist finer and johnny super doesnt have hitstun he just fucking slices through opponents bones
I got so confused because I was thinking "doesn't he mean Hit-stun?". I had to google to find out that Hitstop and Hit-stun are two different things.
Learning everyday.
really, i think he just wanted to add a definition to the few first frames of hitstun. those frames where the model isn't animated is still hitstun.
@@funstorm1789 thats not what he wanted at all.
Hit-stop is an animation technique while hit-stun is a gameplay feature.
Both usually happen at the same time but they dont need to be both present: like how on the monster hunter world exemple there was no enemy to suffer hitstun.
@@exec_rigveda8299 thanks for basically saying what I said.
Except you didn't say the same thing at all. Hitstop is not just the first few frames of hitstun.
@@funstorm1789 Hitstop is not at all "the first few frames of hitstun". Because hitstun is a mechanic that only affects the character that got hit. But the attacking character would also be paused by a hitstop effect despite not being afflicted with hitstun.
0:29 I guess you could say "when Hit's hits hit, Hit's hits stop due to hitstop".
Weirdly enough without the hitstop, the animations looked unrealistic. Especially with the greatsword, you would imagine that there would be some tension stopping it from going cleanly through. Those stops are what I imagine would happen when punching someone across the face, the person would have some resistance against the punch to, incorrectly, try to stop the punch's force.
As someone who enjoys punching people in the face (kickboxer) it’s not actually like that mostly you just feel your fist make contact but there is no dramatic stop unless the strike connected in a very specific way, kind of anticlimactic but it is what it is.
This made me appreciate why I just love it when I land Ralf's Galactica Phantom on KOF matches, the feeling is just pure god tier orgasmic bliss
his jet vulcan is satisfying
Imagine the Shin Shoryuken in SF3 without hitstop.
@@Wydken TvC Ryu Shin Shoryu without hitstop too, oof.
It would just be a normal shoryuken with a slightly different posture. Dreadful.
SF3: A New Generation. It has hitstop but not enough to make it feel super hard.
@@skyslashnova4308 Its been a while since Ive seen it, but my jaw hit the arcade stick when I first saw it. It was pretty effective then.
Try to imagine shin shoryuken but with different animation instead relying on scrub mechanic like hitstop
Hitstop in Lethal Lague can be used, and I swear this 100% scientific, as raw energy. Need a pick me up, Lethal League Hitstop. Need something to start your car, you got it. Need something to provide with the feeling of breaking reality itself for hitting a small ball, yep there it is
I think the well-applied use of hitstop is what makes SF3's Shin shoryuken seem so much more impactful than the overly cinematic ones in SF4 and 5.
Im glad I s rolled down first. I was just going to mention the ShinSho in SF3.
Especially when you get the KO with it, so you get the slow mo ON TOP OF all that hitstop. So damn satisfying!
Come on the shin sho in sf4 looks crunchy as well.
@@martmine4618 SF4 Shin Sho is actually one of my favorites in that game. .I just don't have the highest opinion for most of the SF4 ultras
Random thought but in SF3 New Generation, I think the Shin Shoryuken had barely any hitstop at all, and it felt off compared to when they changed it to how it is now in 3rd Strike (I don't know when the change to the hitstop was actually made).
I really liked the inclusion of Lethal League in this video.
gotta love thost funky fresh beats
Landing Arc of Deliverance in Dragon's Dogma
PURE GAMING BLISS
Distillation of greatsword essence into the ultimate charged slash. Makes every moment spent charging worth it. Warrior only gets three skills, and THREE IS ALL YOU NEED.
@@falguard that and jumping attack get you through most encounters lol
the MMO had some cool shit too.
Few things feel better in action and fighting games than some good C H O N K Y hitstop.
They seriously feel so good, especially when there’s not a whole lot of long hitstop in a game. Just like ABI said, it makes that stuff feel important, and that’s awesome.
While "Hit Stop" is unique to video games. Anime has a similar concept known as "impact frames", where time freezes and the screen flashes, usually in a sketch kinda style which serves a similar purpose.
The fact that you used the best friend zaibatsu for lethal league made my heart explode in all the right ways
Oof, that callback to the SBFP...
Still hurts every time.
Street Bighter First Punch
@@Rinkerbro
Several babies fisting punks.
One thing about hitstop that wasn't mentioned in this video is how it works in games with multiple hurtboxes laying around. In Smash in particular, if you hit a move with a hurtbox (like Duck Hunt's can or Wario's bike) it will stop the attacker in place for a short amount of time, effectively increasing the number of active frames of any given move.
You could go deeper into the "rhythm" aspect of the hit stop as a game mechanic. Because in any game where you cancel moves into each other, especially anime. the "correct" time to input the next move is right when the previous one lands. This makes the hitstop frames act like a visual queue for the input window of the combo
while also giving the flexibility to do other things than a given combo path.
for example, if there is a burst mechanic, the standard route might get you more damage, but you might want to cash out for less damage with like a super for unburstable damage to win the round.
IIRC the early footage of BFTG didn't have any hitstop and it looked awful in action.
I remember that! That's why I felt so weird watching that early footage!
@@SugarPunch Good video 😉👍.
BTW, do you take suggestions? If it's okay, can you do an episode on Bliztank from Akatsuki Blitzkampf/BlazBlue Cross Tag Battle or Lowain from GranBlue Fantasy Versus, please?
@@SugarPunch It still feels weird to play
BFTG?
edit: just realized its "battle for the grid"
wasn't there a lack of hit sparks as well? It probably was the lack of hitstop but I messing with MUGEN back in the early 2000's so the lack of Sparks threw me way off.
Pretty neat video..
From a gameplay perspective hitstop is also pretty good since it gives the player a bigger window to not only register what just happened but to input commands while the game is "frozen" which can make cancelling in the middle of a combo more consistent.
also another reason why a lot of MK attacks feel terrible
You've blessed my week with this video. Hitstop is such a simple concept that so many action games fail to remember or apply correctly
Third strike Makoto's Seichusen Godanzuki is hitstop applied to perfection 👌👌👌
the first time I ever noticed Hitstop was in The Legend of Zelda: Wind Waker. it becomes a glaring thing when you say... do the wirlwind spin into a group of small, swarming enemies, and you get hitstop for each and every one caught in whirlwind of blades.
And Windwaker have a sound effect which blared out with a higher tone for each enemy it hits.
It may not have a combo counter on screen but it sells the impact of action between than most games just with that before we talk animation or hitstop.
Tbh I prefer hitstop.
The feel makes it like a second thought to me and like he said *just like a dance*killer
The speedy bois feel faster while the big guys move slower and it feels like the impact of it was like being hit by a truck.
I attended a banger seminar on combat design by Lethal League's lead designer not too long ago. It's really cool how much attention Team Reptile put into the hitstops, from small details like cutting certain frequencies in the audio to ensuring the game loop would nudge each match to those show-stopping moments!
I made sure to add hitstops early in my assignment lol
2:55 - When I saw this segment I immediately thought of Smash Ultimate lol I can just imagine Captain Falcon's Falcon Punch or DK's Giant Punch going slow-mo when they hit someone
same, it's a shame he didn't mention it
I play mostly Tekken and the animation in that game prioritizes fluid motion more than anything. So that's what's missing in 3d games. The hit stop. Shit feels more powerful when you see the impact. You learn something new everyday. Thank you A.B.I.
I'm a traditional VS fighting game fan, but ever since I've started playing Lethal League Blaze it felt like a whole new world of gaming opened up to me. The animation, the soundtrack, the character design, the artistic direction... and fuck that gameplay is awesome. I love everything about this game and it's seriously underrated.
"You damn don't want to make a fighting game without hitstop" - Mike Z.
can you believe that some nrs players dont like hitstop lmao
@@sunthi9619 Too much hitstop looks so awful and choppy, like my screen froze or my console is dropping frames. Hurts my eyes to watch. That is just one of many reasons why I prefer NRS games to Japanese fighting games.
BPFeldman hold it, lots of anime games have the more or less same amount of hitstops as mk11 though, aside from the few moves shown in the clip
@@sunthi9619 I hate hitstops in any fighting game, It feels like a slowdown I prefer fighting games to with fast pace.
Holy shit I never thought to see Chaos Legion ever referenced in any of the analysis/essay videos I've watched on this site. Such a buried title that deserves a second look by Capcom. Stellar work as always btw
Always love the Hitstop on Counter Hits in SF Alpha 3. That created so many amazing moments
I relly appreciate these videos, always fun and insightfull to watch.
I have one extra note to add regarding hitstop, from a gameplay perspective. Hitstop makes 'hitconfirming' easier, it makes it easier to recognize if a button whiffs/blocked/hits, having these few extra frames to recognize what is going on is crucial.
Anyway keep up the videos i love them!
I play FG for a long time and i never knew about hitstop, nice job that was a marvelous tutorial!!!!
Now i know why i love Sol Badguy, his hits are so satisfying whenever they connect
The non hitstop greatsword attack made me sad
It had a certain grace to it, but lacks that oomph, that feel of resistance from the target. If your greatsword is just slicing through ultratough hides and bones, it won't be as fun as watching it *struggle* to follow through.
Gotta say.... that sword didn't feel so great
It's great how they use lack of hitstop on non weakspots to make the hit feel so much weaker.
@@TheHobospider Do they do that on MH? That's neat!
everytime i hit monster hard parts with it i just die a little inside
I'd say that hitstop improves impact because without it your brain has less time to understand what the animation is trying to symbolize, while with hitstop your brain has a bit of time to process "that's a big hit, alright", kind of like when it feels like time slows down when you're under stress
Crazy. I see the same sort of principles used in games that you didn't really mention. Smash Bros Final Smashes also use this principle. Whenever you get caught in a sort of activation final smash, theres a huge pause before you see your character in the cutscene or getting hit multiple times before finishing with another giant swing (Like Ike or Greninja's). Also just any character from Skullgirls is also deserving of a mention. Like you said when talking about Abigail and that one vid comparing Bob and Rufus, big characters have this built into their moveset by necessity. Big Band has this used numerous times in his moveset. Such as his Satchmo Deathblow, with his giant swing at the end, and his air grab with the big ring of the bell after its concluded.
Your vids have taught me a lot about animation, which is helpful because I wish to make a fighting game at some point, so this was extremely useful.
He fucking got me at tactile feedback.
EDIT: That editing of the music and the dramatics of the Lethal League clip is so satisfying. Love me some Lethal League.
That's a fantastic video. I really enjoy how you show the importance of the movement to show a narrative in all of your videos
This is a beautiful analysis of something that one should seek to capture when animating hits in games. Love it, and thanks for the breakdown. :thumbsup:
I'm not sure if it's the only move that has it, but in DMC Real Impact has hit stop. It's the strongest move in the game after all.
Parrying certain moves in DMC4 also has a ton of hitstop, like parrying Sanctus' charge with dante. Everything just stops for a solid second.
A Lethal League feature? Awesome!
Bit disappointed you didn't include killer instinct, they use hit stop as a musical rhythm especially when you have ultra combo, I kinda love it, it a pleasure to look and listen at the Same time 😊
Thanks for the tutorial, I live under a rock and hadn't heard the term before. I have a clear understanding now
Lethal League's hitstop is also really convenient; It gives the player a moment to breathe and process what's going on before the ball goes flying off again. Not to mention, the release bar on the bottom of the screen lets you know when the ball's gonna move again too.
Damn I love that track from tekken that’s playing in the background at the beginning lol
in a fun example of hitstop actually having gameplay consequences, in platform fighter rivals of aether, you can actually fast-fall during the hitstop of a move, allowing for strings and combo-routes that wouldn't exist otherwise. This exploit was kept in rivals as a feature, aka "hitfalling" and it actually really helps contribute to a distinct feeling in gameplay seperate from other platform fighters like smash. If there's hitstop, you can hitfall during it. Feels really good on a kinesthetic level too.
I think it's worth mentioning that hitstop also serves a functional purpose to enable hit-confirming different moves. Without it, moves would be much more difficult to hit confirm OR they would feel really sluggish when whiffing the move in neutral (making you susceptible to whiff punishes). The best example I can think of are Yuri and Mr. Karate's st.B/st.LK in KOF13 (there are probably a few others but these come to mind). Significant hitstop + large cancel windows make them pretty useful for hit confirm. Same for Ryo's st.D/st.HK in the same game.
Why does this page only have 59k subscribers? It deserves WAY more!
Fafnir without hitstop is a crime
This is JUST the random knowledge I needed for something I'm working on. Thanks.
Something I always noticed as a kid. Glad to know the name for it.
I often prefer the hitstop of BlazBlue CT and CS just for the sake of comboing.
Most other 2D fighting games have what I often meme as 0.5 frame hitstop akin to MAHVEL BAYBEE
But on a technical aspect, hitstop frames are there to also mainly dictate attack level (AKA what is a light, medium and heavy attack upon impact).
Of course, with moves not within the same tier as normals and command normals, there tend to be exceptions, especially in BlazBlue.
iirc people always complained bb hitstops were way too long, arcsys shortened them for a reason
@@sunthi9619 while having no changes to movement frames lol
2:10 I only now realized that they’re all the same combo
I was waiting for the hitstop from samurai showdown. In Capcom vs Snk, when Haohmaru land a High Punch it was something !
Everytime I watch these videos it makes me wanna learn animation
Aw yeah, Lethal League getting some love!
The hit stops in the video really made it 200% more powerful
i love how in BlazBlue Bang's web nail attack "hitstun" is 3/4 hitstop, because of it you can chain super beyond the combo timer limit and it gives that sense that the opponent is stuck in the web
My favorite use of hitstop ever in games is *GALACTICA PHANTOM!!!* from King of Fighters
Great video, only I'm sure I've seen instances of hitstop or some slow motion of similar effect in animation before. I can't remember where, but it's certainly present in other non-video game mediums.
"When used improperly, hitstop can actually be a detriment to gameplay" *stares directly at Tales of Berseria's console versions*
im surprised you didnt bring up that famous evo moment where that one guy parries every chun li super kick. the hitstop on that is legendary
its the most well known yeah but it was kinda overblown. the only reason it was hyped was because it happened at the last round in grand final or something.
@@sunthi9619 not really the daigo parry became so popular that people used Chun lis super as a way to practice Alpha Parrying. It'd be like if you were the first person to, in basket ball to decide to shoot farther away from the hoop, it becomes the 3 point shot and now everyone in the sport wants to at least practice doing it.
@@sunthi9619 it wasn't even the last round.
I was watching the video calmly, then Lethal League appeared on screen and I started dancing
drama is an important component when it comes to narrative. Especially at the highest level of play. When Ricky Ortiz is mashing Chun toward HP and each hit feels weighted a devastating. Even though we as the audience knows what the button does and how much damage it does and how the button actually works. That's energy is there. You can tell how the player feels in that moment
Economy of buttons help to tell a narrative. Are you being tentative or waiting for your chance by down backing or are you a demon unrelenting with buttons that may or may not get you trouble.
LOVING YOUR CONTENT AS A GAME DEV
Loved the segway into LLB!
Great video, like all of the other ABItorials
I Liked this video before even watching it, and now that I have watched it I stand by that decision.
Oh my God, please do a video about Lethal League. That game deserves way more attention than it gets.
Great video as always!
I think "Hitstop" is one of the reasons why I prefer the look and feel of 2-D fighting games than the 3-D ones.
In Arcsystemworks games I've noticed that they don't try to hide "Smears" in their characters' attacks, while in animated shows, some studios try to hide them in order to make the action believable. Can you do a video on the use of "Smears" in fighting games?
Vocal quality has gotten much better.
Lethal League is the master of hype through hitstop. Trying to time your swing in time with the end of the hitstop and making sure you don't run into a hitstop ending super or a bunt is stupid tense with friends
That Lethal League game looks Aaaaaweesooome!!!! They should consider a Fooly Cooly dlc 😊
Fancy seeing you around these parts Score, love your content 👍🏻
Hitstop in anime fighters (and other fighters with chains/gatlings) also serves a purpose for gameplay, as hitstop is when you input the next attack to get a chain
Best hitstop
K' Chain Drive in KoFXIII
Using the hitstop to catch his glasses is masterful.
Lethal League's hitstuns are so cathartic
I think you mean anxiety inducing. Or at least I do.
Even before i started the video i hoped to see examples outside of fighting games. As a greatsword user, i was very satisfied
These heavy hits always feels satisfying every time it lands.
It's why I love to charge it in full at the last swing of the combo.
seeing those moves without hitstop made it really obvious why it's useful
First noticed it in Devil May Cry 2. It seemed vaguely stylish to me at the time. Glad to know it has a name and purpose.
The problem with hitstop in Monster Hunter World is that monster don't go into hitstun. In the case of the Great Sword's True Charge Slash, it adds an extra 2-3 secs to the attack while the monster is still able to act freely, potentially making an otherwise safe action unsafe. It wasn't nearly as egregious in previous games.
I have noticed that in tekken 7 all of the 2d characters have hit stop that matches their respective games. They even gave Eliza (Tekken original 2d char) her own version of hit stop that matches. Tekken 7 is brilliant.
Good stuff as always
raw UNGA-sugarpunch 2020
Aww Cool You Finally Got around to making it!
I was looking forward to this Topic specifically😁
Hit Stop Shows that Shit is ABOUT TO GO DOWN!🤘😝🤘🔥
Videogame used to engage the sense of smell you used to be able to smell the circuit board overheating.
Humans have more than 5 senses and a couple of the others are pretty relevant to video games (especially VR)
As an aside, hitstop has a little bit of simulationist value in how it conveys momentum transfer, since a strike will decelerate on impact and potentially reaccelerate in the follow-through. If a long, arcing strike had no hitstop, the hit wouldn't impact the speed at all, which is also unrealistic. I think the artistic licence comes in most with the scaling aspect that you covered, since that's not how inertia works. There it is basically doing the job that slomo otherwise often does.
The painwheel example is really cool. I always assumed the less-blurred frames were in the normal animation, but the extra effort is a really cool mixture of the artistic and realistic aspects.
i know you were trying to sound smart, but no, humans only have 5 senses
@@ratedr7845 The 5 sense model is simplistic. There are a number of senses that are distinct from the classical 5, like the inner ear function that tries to identify which direction is down. Another one that is relevant to VR is "proprioception," the sense of body position.
If you're going to correct someone, make sure that you're actually right first.
@@MopedOfJustice just various versions of the same senses, it's still five buddy,
@@ratedr7845 You are asserting that without providing evidence. Tell me, is hunger just a version of touch?
@@MopedOfJustice hunger is not a senses, senses help us take information from the world around us, hunger is just something we feel when our bodies lack food, ffs
Lethal League? In my A.B.I? is this a dream?
5:10 it depends, is the hit big/ important? If the hit stop is BIG and has tiny effort for the hit stop then it doesn't feel important no matter how much hit stop you use.
I've been waiting for this video for years!!! someone to explain this well and show it
This video is certified funky fresh
Thank you
For the video
Nice to know
Special shout-out to Darkstalkers, which specifically continues animations through hitstop so you can HIT the opponent on smear frames, but visually bypass the smear frame!
An animation tool specifically designed for the "OHHHHHHH SHIT" feel of a good ass hit.
No footage of Killer Instinct? That game has hitstop in pretty much every attack!
i kinda feel like it has too much hitstop. Like I know why they have so much, because without it combo breakers would be impossible. But to have every move has so much kinda ruins the feel of some hits you know? That the big duff moves aren't as powerful compared to other moves since the overall amount of hitstop is so high.
@@Ninja-The-Red-Shinobi Yeah it's pretty curious, it does feel a bit like a slideshow at times.
My guess is that, since the combo system, combo breakers, counters, etc are so crucial to KI, they had to pace it out.
It does make it easier for newbies like me!
@@aliasmcdoe Yeah, but KI's hitstop is (pretty absurdly) long.
And an example of a game without hitstop, Mortal Kombat.
Then the lethal leauge clips hit: oh yes.
this remind me of God Of War video where Cory Balrog decided to add hitstop to God Of War (2018) for the first time
My favorite hitstop will always be Little Mac’s K.O. Punch or when he powers through anything with his Smash attacks through sheer will power!