hitstun-recover · git:20260912.28c7171 · 2026-09-12 · sha256 042fba2c0ae4f5c0
hitstun-recover git:20260912.28c7171A
Immutable. This exact content never changes and is served at /api/v1/blob/042fba2c0ae4f5c0.
--- name: hitstun-recover description: How long the victim cannot act after a hit. Hitstop freezes two clocks. Hitstun is only the victim. Ask light-stun vs knockdown vs juggle vs none. Tune so a punish exists and a combo still ends. --- # Hitstun and recover Ask the column: | Column | After the hit | |---|---| | none | flinch pose only | | light-stun | short no-act, then turn | | knockdown | downed + wakeup | | juggle | air state until ground | Hitstop ≠ hitstun. Hitstop is the freeze on both colliding ActorClocks (`action-feel`). Hitstun starts when that freeze hits 0. ## Numbers are data, not a franchise Write on the attack: hitstop, hitstun, blockstun, knockdown time, wakeup invuln. A starting band at 60 Hz (change per column): - light poke: hitstop 6-10f, hitstun 10-16f - medium: hitstop 10-14f, hitstun 16-24f - heavy / launcher: hitstop 12-20f, hitstun or launch 24-40f - wakeup: 4-10f invuln then punishable If hitstun ≥ attacker recovery + walk-in, the victim never gets a turn. That is only legal on a published combo column with an ender. ## Rules 1. Same logic frame as pose, box, and SFX. 2. Blockstun is shorter than hitstun unless the column is guard-crush. 3. Armor / hyper-armor cuts or ignores hitstun. Publish which moves have it. See enemy-kit-balance. 4. Status freeze is not hitstun. See status-ailment. 5. Do not balance an enemy by secretly growing player hitstun. Patch the enemy kit. ## Accept A light hit lets the victim block or walk before the next heavy. A dropped combo returns turn inside published recovery. Turning juice off does not change the counts.