

Hitstun and Blockstun state
Introduction
Being in a Hitstun or Blockstun state, means you are unable to move on your own accord. During hitstun you are throwable and during blockstun you are unthrowable. Hitstun is obviously triggered when you are hit, and blockstun is triggered when you block a move.
In The King of Fighters XIII, the length of hitstun and blockstun is universal, this means that you can predict how long the hitstun is by the type of move. This greatly aids in being able to time your punishes precisely, as it will always be the same timing before you can move again. It also allows you to calculate the amount of frame advantage you can get, whether a move can combo into another move etc.
Universal Hitstun and Blockstun
The universal blockstun is expressed in length of frames that you are unable to move after Hitstop. Hitstop is a short period where both the attacker and the defender 'freeze', this is to convey the impact of an attack visually.
Move type | Hitstun | Blockstun | Hitstop |
---|---|---|---|
Light Attack | 14 | 12 | 7 |
Heavy Attack | 20 | 18 | 11 |
Command Normal | 20 | 18 | 11 |
Special Attack | 20 | 17 (sometimes 18) | Variable |
CD Attack | KD | 23 | 11 |
Jumping Light Attack | 12 | 12 | 11 |
Jumping Heavy Attack | 12 | 15 | 11 |
Jumping CD Attack | KD | 22 | 11 |
Hopping CD Attack | KD | 18 | 11 |
Jumping Command Normal | 20 | 18 | 11 |
How Hitstun is to be counted
When a move hits, the first frame of a move will activate, then hitstop will happen, and after the hitstop is the full amount of the hitstun. This might all sound a bit obscure, that' s why it' s easier to simply show this in the form of a table.
WIP, sorry for the ugly mess.
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easter eggs can be found | |
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Frames | 1 | 1 | 1(11)1 | 3 | 3 | 3 | 2 | 1 | 1 | 3 | 1 | ||
Simplified | 2 | 2 | 3 | 14 | |||||||||
Hitstun | 20 | ||||||||||||
Blockstun | 18 |