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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.

Hitstun formula

Hitstun frames:

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).