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Hitstun is the period of knockback in which an attacked character cannot perform any action except teching. It begins after hitlag ends. An attack with high hitstun is likely to be useful in a combo, while an attack with low hitstun is likely to not be.
electric = 1.5 for electric moves, 1.0 otherwise
cancelled = 2/3 if opponent is hit during mid-charge, 1.0 otherwise
attack damage = amount of damage dealt after charge is applied
ceil(c_cancelled _val * floor((electric * floor((attackDamage / 3) + 3)))); (Note that hitstun may also be set to a constant value).