Hitlag
Hitlag describes the freeze frames of a character and/or enemy that occurs when an attack hits said enemy.
Enemy attacks can inflict hitlag on the character and gadgets, but gcsim does not simulate enemy attacks or gadgets experiencing hitlag.
Hitlag attributes
Hitlag frames are determined by five different attributes:
| Name | Description |
|---|---|
hitHaltTime | Number of seconds that hitlag lasts at base. |
hitHaltTimeScale | The rate at which the time of hitlag-affected entities flows during hitlag. Given as a percentage in decimal format. |
canBeDefenseHalt | Boolean value that determines whether hitHaltTime is extended by 0.06s, when the enemy hit does not have their poise broken. |
deployable | Boolean value that determines whether the hitlag applies to the character or not. The hitlag will always apply to the enemy/gadget hit by the character. This value is determined experimentally. |
framerate | Number of frames that represent 1s. Used to convert hitlag in seconds into hitlag in frames. |
For simplicity, gcsim assumes that time during hitlag is frozen.
This is because the values chosen for hitHaltTimeScale and the time spent in hitlag is usually so low, that it is negligible.
Because of this, the following calculations ignore hitHaltTimeScale.
Enemy poise is not simulated, so if canBeDefenseHalt is true for an attack, then gcsim will always add 0.06s.
Most bosses and other heavy enemies like Ruin Guards cannot have their poise broken.