Created By: Schitzo on May 30, 2011 Last Edited By: Schitzo on March 31, 2012

Hit Stun Animation

A character is paralized out of pain

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Whenever a video game character is struck, he has the tendency of freezing from the attack, be it from a nice solid haymaker or a mere slap in the face. There are two types of hitstun animations:

Type 1: The character is left wide open after the attack, has no way to break out of it on his own and is open for many more hits. This is what makes Combos possible.
Type 2: A recoil animation, whereas you lose control of your character for a small window of time. This usually means knockdown.

The opposite of this is Mercy Invincibility, though there may be some overlap with type 2.

Needs a Better Description.

Examples: Type 1

Type 2:
  • In the classic entries of the Castlevania series, the Belmonts had the tendency of jumping back when hit. This usually means death if there's a bottomless pit right behind you.
  • This is also the case with Zelda II. Use extreme caution when around lava.
Community Feedback Replies: 11
  • May 30, 2011
    • Metal Gear has had this throughout the Solid series. It's much more pronounced in Metal Gear Solid 4, where a massive hit will cause Snake to be knocked own and will lock up for a good second or two.
  • May 30, 2011
    Powerful attacks in Iji can send your character flying and knock her to the ground, requiring her to get back up. You actually do have slight control - pushing in the opposite direction makes you get knocked less far, and pushing the "use" key the instant you get hit removes the knockdown.
  • May 31, 2011
    • A well known glitch in the first editions of Sonic The Hedgehog 1 can get you killed in two hits (three if you're wearing a shield). The game had Mercy Invincibility for everything except spikes. If you land on a long stretch of spike beds, kiss that life goodbye.
  • May 31, 2011
    Contrast Flash Of Pain.
  • May 31, 2011
  • June 29, 2011
    For Type 2 see Knockback.

    Can put you into the Cycle Of Hurting.
  • June 29, 2011
    I believe this (particularly Type 1) is more commonly known as Stunlock, though that might be something slightly different (where you get hit, and lose control long enough that it's very difficult, if not impossible, to avoid being hit again, repeating the process until something breaks the chain)
  • December 18, 2011
  • March 29, 2012
  • March 29, 2012
    Description needs cleanup - eliminate the split list and do not split or refer to examples examples by type.

    I understand that when the character flinches it cancels their current action and the player may or may not be able to perform another to break out of it, but it's not worth splitting along those lines.
  • March 31, 2012
    Also need to clarify the difference between this and Knockback.