How does hit stun deterioration work?

Yep, done this with Jill which was weird since her arrow kick assist still would cause wall bounce even after a long combo.

Going to quote my own old post here so I can amend this statement: TACs, in any direction, reset and suspend hit stun decay until the character performing the combo touches the ground outside of hitstop as the game cannot register the character landing if they during hitstop, allowing the TAC infnites to work.

hits airborne VS grounded matters too; says so in the guide and there’s ways to demonstrate the difference.

You should also specify that the timer keeps running in the background even during the TAC induced “histun limbo.” As soon as they come out of it, it’s as if HSD had been running the whole time.

Huh. Fun little factoid there. Good to know, I’ll mess around with Magneto combos tomorrow and see how I can optimize stuff using this knowledge. No wonder normal jump j.H adf Magblast L messes up the rest of the combo a lot.

Using a normal jump attack won’t so much affect what’s possible in the rest of the combo (barring, of course, the amount of time it sucks from the HSD timer), it simply inflicts less base hit stun than a super jump normal.

Once hitstun is stretched all the way (minus a few exceptions of course), both jumping and super jumping normals should inflict 4 frames of hitstun.

I am just going to assume 80% of the people who posted after me didn’t read my post

“Hyper Grav resets any stored spikes / launch state”

What does this mean? Specifically the “stored spikes” part.

It means hitting a launched opponent with j.:s: won’t slam them into the ground after a hyper grav unless you launch them again afterwards.

[S]Oh yeah, also, cinematics freeze the HSD timer, i am 99% sure. i.e. web throw, supers like dark angel.[/S]

[S]unlike TACs, the HSD timer just doesn’t run during cinematics.[/S]

[S]However, xfactor timer does.[/S]

[S]HSD is weird.[/S]

Amended - web throw freezes the HSD timer it would seem. Cinematics seem to freeze them but they might set it to a point so that the hitstun for the combo is noticeably lower.[S][/S]

so my hunch was correct! assuming that you’re correct.

what cinematic specials are there? the only ones i can think of are web throw, crazy dance, a couple of ghost rider’s moves, and ammy’s counter(s). i guess command grabs too, i’m not sure on those though. i mean in regards to hsd, i’m pretty sure they’re cinematics (neither character will get hit by other stuff on the screen during the move)

I am pretty sure those are cinematics. The only one I am familiar with is web throw, being a spidey main.

In fact, I’ll go ahead and say that spidey might not be the best character to base things on because I’m pretty sure that he was coded differently from other characters for some reason. (Maximum spider didn’t cause DHC glitch state in vanilla, web throw didn’t scale, in ultimate they added “spinning the stick” to ultimate web throw which increases the damage of the ultimate web throw but scales the rest of the combo down significantly, to the point where the only point to spinning the stick for ultimate web throw is to decrease the damage your combo does so you can build more meter if you know it will still kill)

but yeah if you start a combo with Vergil’s dark angel I believe the HSD is still pretty low

uhh also ammy’s counters seem to have very high HSD in the combo, but I think it might be due to the fact that you expend ground bounce to combo off it (yes i know you don’t have to, i’ve just seen a lot of people do this)
OR it might have extra HSD on it already a la a throw.

so some moves themselves may affect HSD differently, which is weird. but it would be like throws and cinematic type stuff.

ANOTHER EXAMPLE: Wesker’s counter super in Ultimate has noticeably low hitstun for the rest of the combo.

I guess that cinematics do not run the HSD timer, but some can set it to a specific time.
IE Throws, wesker’s counter super, ammy’s counter
Spiderman’s web throw seems to not run the HSD timer at all

it allows awesome characters to kill and limits X23 to two reps for 400k damage.

bleh

What would add more hitstun deterioration? Using a j.L in one of Raccoons combos? Or waiting to float in the air to use j.M?

Whichever one takes longer to do.

Is hit stun not affected by L’s at all?

Not really

Friendly tip, don’t believe anything the top players say about these things.

grounded strings affect hitstun deterioration far less than juggles, but they do in fact deteriorate hitstun a little bit.