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.
Hitlag calculation
Example: Keqing N1
Calculation
For example, Keqing's N1 has the following values for the previously described attributes:
Name | Value |
---|---|
hitHaltTime | 0.03 |
hitHaltTimeScale | 0.01 |
canBeDefenseHalt | true |
deployable | false |
framerate | 60 |
Inserting the values into the function described in the previous section leads to the following result:
Ingame
By looking at Keqing N1 hitlag footage against a tree and counting the number of hitlag frames for the different cases, we can confirm that the calculation matches ingame. Hitlag starts 1 frame after the character significantly slows down (significant camera shake/movement can also be used) and ends once the character starts moving again.
Trees have poise and they can have their poise broken.
- not poise broken:
- poise broken:
Hitlag extension
The vast majority of abilities (status/modifier in gcsim) can be hitlag extended. The main exception is deployable abilities like Xiangling's Pyronado and Bennett's Inspiration Field.
The current assumption for gcsim is that hitlag extension is equal to the hitlag frames.
Where to find hitlag attributes for specific attacks
You can look at:
- how much hitlag a character/enemy in gcsim experiences
- which modifiers are getting hitlag extended
by turning on the hitlag
log category in the Sample tab settings menu!