Editing Research:Street Fighter II
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=Hitstun= | =Hitstun= | ||
==Ground Hitstun== | ==Ground Hitstun== | ||
Standing and crouching hitstun and blockstun almost always fall into one of three categories: Light, Medium or Hard. Normal attacks performed by a grounded opponent against another grounded opponent will inflict their respective strength's hitstun or blockstun. Jumping normals will always inflict Light hitstun against a standing opponent. However the hitstun inflicted against crouching opponents as well as the blockstun inflicted against a blocking opponent will correspond to the normal's strength. Specials generally inflict Hard stun. | Standing and crouching hitstun and blockstun almost always fall into one of three categories: Light, Medium or Hard. Normal attacks performed by a grounded opponent against another grounded opponent will inflict their respective strength's hitstun or blockstun. Jumping normals will always inflict Light hitstun against a standing opponent. However the hitstun inflicted against crouching opponents as well as the blockstun inflicted against a blocking opponent will correspond to the normal's strength. Specials generally inflict Hard stun. | ||
Light stun lasts 11 frames, Medium lasts 16, and Hard lasts 20. The knockback experienced during the stun comes from an arbitrarily predefined table that tells the opponent how | Light stun lasts 11 frames, Medium lasts 16, and Hard lasts 20. The knockback experienced during the stun comes from an arbitrarily predefined table that tells the opponent how much to move on each succesive frame of stun: | ||
{| class="wikitable" | {| class="wikitable" | ||
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Note that Supers are capable of inflicting a | Note that Supers are capable of inflicting a type of hitstun that resembles Light stun, but has no knockback whatsoever, leaving opponents completely stationary for its duration. |