HAF: HITSTUN AND BLOCKSTUN

Whenever you land an attack on the opponent, the opponent will be "stuck" in a state. When you hit them, they go into an animation of reeling from getting hit. When they block your attack, they will get stuck in a blocking pose for a fixed amount of time.

These are what are referred to as Hit Stun and Block Stun. Hit Stun is the concept that, when hit, you are stuck in the reel animation for a while. Any hits that connect during your Hit Stun are considered a hit that combos on you. And Block Stun is the concept that, when you block an attack, you are stuck in the block pose for a while. Any attack that connects on you during Block Stun is considered a true Block String. These are very important concepts to know in fighting games, as they lend impact and weight to the moves, while also allowing for combos to occur.

Ideally, we will have the power to modify the hitstun and blockstun of each move to properly balance it's animation, its damage, and its status effects.

HITSTUN

When a player successfully lands an punch, the opponent will be stuck in a reel animation for AT LEAST the length of the of attacker's punch animation. The player in the reel animation should NOT be capable of anything while the reel animation occurs. The length of this reel animation should be determined via balance testing.

BLOCKSTUN

When a player successfully blocks a punch, the opponent will be stuck in a blockstun animation for LESS THAN the length of the of attacker's punch animation. The player in the blockstun animation should NOT be capable of doing anything except blocking or charging with an alternate arm while the blockstun animation occurs.The length of this blockstun animation should be determined via balance testing.