Hi, I'm a game dev interested in all sorts of action games but primarily shmups and beat 'em ups right now.

Working on Armed Decobot, beat 'em up/shmup hybrid atm. Was the game designer on Gunvein & Mechanical Star Astra (on hold).

This is my blog, a low-stakes space where I can sort out messy thoughts without worrying too much about verifying anything. You shouldn't trust me about statistical claims or even specific examples, in fact don't trust me about anything, take it in and think for yourself ๐Ÿ˜Ž

Most posts are general but if I'm posting about something, it probably relates to my own gamedev in one way or another.


๐Ÿ•น๏ธ My Games
boghog.itch.io/
๐ŸŽ™๏ธ Game Design Vids & Streams
www.youtube.com/@boghogSTG
โ˜ ๏ธ Small Updates + Dumb Takes
twitter.com/boghogooo

Today I want to make a distinction between hitstun and pseudostun in singleplayer games. Idk if this distinction has been made but it needs to be.

Pure hitstun is a mechanic where, once hit, an enemy will play the flinching animation and go into a unique state that they will be trapped in until their hitstun timer runs out. Being a unique, discrete state gives hitstun some unique properties - it interrupts any move or action the enemy's doing, it freezes them in place, and it resets their logic (attack timers, decisions, etc.) to something like neutral.

Outside of some 2D beat 'em ups, pure hitstun is actually not that common - usually games mix it up by letting enemies do things like dodge out of their stun state, or block, or something. One such "hack" games use is super armored attacks which can activate out of hitstun. This leads into what I will call pseudostun.

Pseudostun looks and sometimes even acts a bit like hitstun, but it's not hitstun. It's when enemies can activate moves (& by extension continue their logic) during the hitstun state. And because moves usually have startup frames, this means that which ever move they activate will have to use super armor to work - otherwise the player's faster attack startup frames would let them win basically every time in the average modern game, one with slow well telegraphed attacks.

The reason pseudostun is used is usually simple - it's a balancing compromise. Balancing moves and enemy responses naturally is incredibly difficult & time consuming and even other hacky solutions (enemies dodging out of stun & countering) are very difficult to design in comparison. After all, not only does the dodge create disadvantage, but if the follow up attack has no super armor then players can probably move in and counter it before it has a chance to hit them. Or even outrange them. Pseudostun makes this simple - you make players feel like they're hitstunning enemies because it makes games feel better, and sometimes you even let players interrupt smaller less meaningful attacks. But as soon as attacks that matter come out, you can easily shut down the player's move properties and have them play by your rules.

Pseudostun has been around since the dawn of beat em ups in various forms. But I think now that we're in an era of Souls mechanics being used as a standard action game template, devs will have to increasingly start relying on pseudostun if they want more fast, CAG-y gameplay styles within that framework. Because Souls combat, and more precisely bosses, are just not very hospitable to generous, easily accessible hitstun. And while fighting game, cag and beat em up nerds will recognize the difference between proper hitstun and pseudostun, I believe regular players won't because they see hitstun as basically vfx, rather than a discrete and important mechanic.


You must log in to comment.

in reply to @boghog's post:

I think you're cooking, but I'm a bit confused without some examples: What makes pseudostun separate from what we call superarmor? I know you said superarmor is part of it, but the way it's described here makes it sound to me like you're JUST describing superarmor, but with a different name. Am I misunderstanding?

So, consider God Hand. Most enemies in God Hand do not have super armor. If you hit them during the startup of an attack, they will get interrupted.

If you walk up to an enemy and start hitting them, they will play hit animations, but they are allowed to duck, they are allowed to block, they are allowed to start attacks. In other words, hitstun is allowed to interrupt animations, but it will not lock enemies into the stun animation.

You can think of the animation controller here. Super armor means that an animation is not allowed to transition to hitstun, that it cannot be interrupted. Typically, hitstun itself is not allowed to transition into other animations, that's why it's called stun.

The big deal is: In games with pseudo-hitstun, you cannot walk up to an enemy and start a combo on them with standard moves, you need to use a launcher, or you need to get them into a dizzy state (God Hand Guard Break does this, Bayonetta Witch Time does this).

Besides what Celia said, enemies can have super armored attacks with pure hitstun. So if they initiate an attack from neutral state, it'll be armored, but if you're comboing them, they'll never be able to initiate said attack (or any other attack) because the hitstun will interrupt them. Sometimes this gets tricky tho cuz they can initiate super armor cause of their very very slight frame advantage tho, rather than interrupting their hitstun state. This can feel really similar in practice, but is very different in terms of game logic, and can usually be worked around by using lighter commitment attacks whereas pseudostun is a hard coded response

Bayonetta has pseudo-hitstun. Souls games have had poise and jiggle bones since Bloodborne to give the sense of impact that you're hitting an enemy without interrupting their animations.

Working on more complex hitstun rules is probably a solid move for the genre. We could consider giving enemies different responses while they're being hit, and then give the player different ways to respond to these responses. And true hitstun can be meted out for guard breaks, counterhits, launches, and dizzies.