hitstun-recover · git:20260912.8d5e538 · 2026-09-12 · sha256 fe6ff2185d3f2d6d
hitstun-recover git:20260912.8d5e538A
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--- name: hitstun-recover description: > How long the victim cannot act after a hit. Distinct from hitstop. Use when combos never drop, when a jab knocks down, or when an enemy attack has no punish. Stacks on action-feel and combo-design. --- # Hitstun / recover Hitstop freezes both colliding clocks. Hitstun is the *victim's* locked pose after the freeze ends. Do not collapse the two numbers. Ask the column. | Column | Light hitstun | Heavy | Knockdown | |---|---|---|---| | footsie-tight | 10–14f | 16–22f | rare, on dedicated moves | | brawler-juggle | 12–18f | launch table | combo owner is air state | | souls-poise | short unless stance breaks | hyperarmor eats lights | death or down, not juggle | | hit-and-run | very short | knockback > stun | space is the punish | Numbers are starting bands at 60 logic. Tune to the column, not to a franchise frame chart. ## Stack ``` hit confirmed → hitstop N (both clocks) → victim hitstun H, attacker recover R → advantage = H - R (after freeze) ``` If H ≤ R on every light, confirms do not exist. If H ≫ R on every jab, the opponent never takes a turn. Blockstun is a second pair (Hb, Rb). A blocked poke should not equal a hit confirm unless the column is brawler-juggle. ## Iron rules - Publish H and R on the move row next to damage. Juice length does not author stun. - Wakeup / knockdown recovery is its own row (okizeme is a column, default off). - Hitstun decay on long strings lives in combo-design. Infinite stun is a bug. - Enemies use the same units. A boss may have *poise* (souls-poise), not secret 0-stun. - Training-mode must display advantage after hit and after block. ## Accept A jab leaves a small plus or minus that a lab dummy can show. A heavy that looks slow is minus on block. The player can act on the first frame after H.