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[[quoteright:350:[[Film/TheMatrixRevolutions http://static.tvtropes.org/pmwiki/pub/images/hit_stop.jpg]]]]
[[caption-width-right:350:Agent Smith will feel that for a long time.]]

Freezing or slowing time right at the moment of an impact to create the impression that something hits harder, or for dramatic effect. For particularly dramatic scenes it may continue into a full-blown {{Overcrank}}. Some video games will also use it to make combo input easier. The trope name comes from the term used for this in the ''VideoGame/GuiltyGear'' fighting game series.

Compare: {{Overcrank}} and BulletTime.



[[folder:Anime & Manga]]
* Used in ''Anime/{{Usavich}}'' when the giant robot smacks Kirenenko and he collides with Putin and their robot.
* In the final episode of ''Anime/CowboyBebop'' [[spoiler:when Julia is shot]].
* Occurs in ''Manga/{{Bleach}}'' episode #144 when Chad punches the arrancar Demora in the face and crushes half of his mask.
* [[Creator/ProductionIG Used and abused for]] [[RuleOfCool great effect]] in ''Manga/AttackOnTitan''. starting with the opening theme.
* ''Manga/JoJosBizarreAdventure'':
** Giorno Giovanna's Gold Experience is absolutely brutal. It may look like a simple punch, but in fact, it accelerates your perception of time, making you feel every aspect of that punch for what seems like hours. To put it lightly, it's like you've been hit by a truck, and only after that happens you realize all the pain and suffering you've been through. Ohh, and the catch? It heightens your senses, so it's going to hurt you, [[UpToEleven a lot]].
** Dio's boxing punch on Jonathan during Part I. He tries again when they grow up, but it's no longer effective.
* In the final chapter of ''Manga/PoisonBerryInMyBrain'', this is used when [[spoiler:Saotome smashes the fish sculpture he made.]]
* Done in the beginning of ''Manga/{{Barakamon}}'' when Handa punches the Director in the face.

%%[[folder:Fan Works]]
%%* Occurs a few times in ''[[http://www.fimfiction.net/story/109581/1/i-did-not-want-to-die/i-did-not-want-to-die I Did Not Want To Die.]]''

[[folder:Films -- Animation]]
* Used a lot for the comic effect in ''WesternAnimation/KungFuPanda'', especially during Tai Lung's escape, and later when [[spoiler:Po lands on Tai Lung butt-first as they fight their way down the long, long, long, long stairway from the Jade Palace.]]
* ''Disney/{{Zootopia}}'': During Judy's training at the Police Academy, the scene where she pushes a rhino's fist into his own face is shown in slow-motion, with drool and teeth protector comically flying.

[[folder:Films -- Live-Action]]
* ''Film/TheMatrixRevolutions'', when Neo punches Agent Smith in the face in slow motion during their BattleInTheRain.
* Used a few times in the 2009 ''Film/SherlockHolmes'' movie, while Holmes is going through his fight moves in his head. The actual fight is then shown in real time to prove that Holmes' moves worked.
* ''Film/{{Watchmen}}'' had a ton of this.
* ''Film/ThreeHundred'', by the same director as ''Watchmen'' also made extensive use during fight scenes.
* ''Film/RomeoMustDie'', complete with x-ray flashes of the underlying damage.
* In ''Film/{{Undefeatable}}'', early on in their final confrontation, Stingray gives Nick two of these, and Nick gives one back.
* In ''Film/TheCampaign'', Cam Brady slo-mo punches ''a baby''. He was aiming for his political rival as they were fighting over the baby to [[PoliticiansKissBabies kiss him]], but his opponent ducked.
* In ''Film/RagingBull'', Jake [=LaMotta=] slo-mo punches an opponent for a KO.
* ''Film/{{Serenity}}'': When River Tam kicks some Reaver ass, she punches one in the face in slo mo.

[[folder:Live-Action TV]]
* Used ''all the time'' in ''Series/SpartacusBloodAndSand'', as the show had a similar overall style to Zack Snyder's ''Film/ThreeHundred''.
* One of the most hilarious moments in ''Series/{{Mythbusters}}'' was when Jamie slapped Adam across the face while testing cures for drunkenness and seeing how viable having sense slapped into you was, which was repeated in slow-motion for them to watch. Even Adam thought it was hilarious, though he was drunk at the time.
* Parodied in one episode of ''Series/MalcolmInTheMiddle'' where a bully attempts to punch Malcolm in the face while everyone else in the schoolyard watches. The action goes into slow motion and Malcolm ducks to the side to avoid being hit. The bully's momentum keeps going and, while still in slow motion, makes an OhCrap expression as he sees his fist is now going towards Stevie, who is in a wheelchair, and is unable to stop himself. The impact of the punch is just a light tap on the cheek, but once the speed returns to normal, Stevie suddenly falls over in his wheelchair.

[[folder:Video Games]]
* Most modern 2D {{fighting game}}s have this to varying degrees, with some attacks only dealing a few frames of hitstop to help people confirm combos, to special moves and super moves that have a lot of them, to help drive their impact home.
** The ''VideoGame/GuiltyGear'' series is the {{Trope Namer|s}}. The ''Xrd'' installments introduce a feature known as Danger Time, [[LuckBasedMission randomly activated by any clash between attacks]], wherein any attack successfully landed during the next 10 seconds causes what is known as a Mortal Counter, briefly freezing up the assailee before they experience [[BulletTime immense slowdown]]--all while attack damage is boosted by 20%.
** ''Guilty Gear''[='s=] SpiritualSuccessor ''VideoGame/BlazBlue'' has this in JustForFun/{{egregious}} amounts, particularly with its Fatal Counters. It's often stated that the hitstop makes it very easy for a lot of frame-perfect combos in the first two iterations, though it starts to be a lot more fast-paced as of the ''Chronophantasma'' installment however.
** Present in both Capcom's ''Franchise/StreetFighter'' and ''VideoGame/MarvelVsCapcom'' games.
*** In regards to ''Street Fighter'', there are methods to create more hitstop than normal that vary from game to game, such as fully-charged Focus Attacks in ''VideoGame/StreetFighterIV'' or scoring a counter hit with a hard-strength attack in ''VideoGame/StreetFighterAlpha 3'' (which would be later revisited with the Crush Counters in ''VideoGame/StreetFighterV'').
** Critical Counters in ''VideoGame/TheKingOfFighters XII'' have a lot of this.
** ''VideoGame/MortalKombat9'': The X-Ray attacks cause this effect on the hit that actually does internal damage. ''VideoGame/MortalKombatX'' also has X-Ray attacks but the slowdown effect is not as prominent here.
** ''VideoGame/SuperSmashBros'' notably applies hitstop to the person(s) taking damage[[note]]or the person(s) blocking the attack[[/note]] and the person dealing the damage, but everything else continues moving. This includes the background, nearby items and hazards, particle effects (including particle effects of the attacker's attack), and [[OhCrap nearby players who didn't take any damage]].
** ''VideoGame/RivalsOfAether'' applies hitstop and a faint shockwave effect to particularly powerful attacks or on fighters with high damage.
** ''VideoGame/LethalLeague'' even displays a hitstop meter. The hitstop time increases the faster the ball is going.
* Used in ''VideoGame/GoldenSun'' whenever a CriticalHit strikes.
* Happens in ''VideoGame/SonicAdventure2'' when [[CutscenePowerToTheMax Sonic defeats the Egg Golem]], but only when seen from the Dark Story perspective.
* Used in the ''VideoGame/MegaManX'' and ''[[VideoGame/MegaManZero Zero]]'' series whenever Zero cuts something with his Z-Saber.
* Time slows during some third-person finishing blows in ''VideoGame/TheElderScrollsVSkyrim''.
* The staggering blow to an enemy in ''VideoGame/FinalFantasyXIII'' will typically do this.
* A correctly done CounterAttack in ''VideoGame/FinalFightStreetwise'', be it by blocking the attack at the right time or parrying, and you're treated to several variations of this trope.
* By using the slow motion feature during replays in ''VideoGame/MarioKart8'', you can create the effect of making an impact from items look devastating.
* In ''VideoGame/UnderDefeat'', the game momentarily freezes when the player is killed.
* ''VideoGame/ALLTYNEXSecond'' has this as a toggleable feature. When enabled, the game pauses for a few frames when you kill an enemy with the blade.
* ''[[Franchise/JakAndDaxter Jak X: Combat Racing]]'' would do this when the player pulled off certain kill moves, along with a close up zoom of the wrecked car and one of several randomized messages appearing on the screen. The player's car also got this treatment when they were killed. Both of these could be toggled off in the menu, even in mid-race.
* A part of the character select in ''VideoGame/Injustice2''; the characters exchange blows, with P1's blow to P2 resulting in a hit stop. Unless P1 is ComicBook/TheFlash; while it's still nominally slowed down to ultra-slow motion, the Flash [[SuperSpeed just moves so fast he looks like he's moving at normal speed during the hit stop]].
* ''VideoGame/MetroidSamusReturns'' uses an effect like this to indicate when you have successfully used the Melee Counter against an enemy.

[[folder:Web Animation]]
* ''WebAnimation/SuperMarioBrosZ'' uses this. A lot.
* One of the most famous examples in the web animation occurs at the end of the third episode of the ''WebAnimation/XiaoXiao'' series.

[[folder:Western Animation]]
* On ''WesternAnimation/TheRenAndStimpyShow'' in the episode "Man's Best Friend," we see this trope in effect as Ren hits his owner George Liquor in the face with a oar.
* Used in the ''WesternAnimation/{{Futurama}}'' episode "Raging Bender" when Destructor delivers a devastating punch to Bender's face which dents in his head and knocks off his mouth piece and some teeth, in a shout-out to ''Film/RagingBull''.
* ''WesternAnimation/TransformersPrime'' absolutely loved this. ''Loved it.'' In one instance, Arcee managed to land a normal-speed hit on Starscream ''during'' a hit-induced slow-motion shot.
* ''WesternAnimation/SouthPark'': During Wendy's beating of Cartman in "Breast Cancer Show Ever," there is a seconds-long pause when she delivers the final blow, cutting from the punch to the crowd's reactions.