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* Used a lot for the comic effect in ''WesternAnimation/KungFuPanda'', especially during Tai Lung's escape, and later when [[spoiler:Po lands on Tai Lung butt-first as they fight their way down the long, long, long, long stairway from the Jade Palace.]]
to:
* Used a lot for the comic effect in ''WesternAnimation/KungFuPanda'', ''WesternAnimation/KungFuPanda1'', especially during Tai Lung's escape, and later when [[spoiler:Po lands on Tai Lung butt-first as they fight their way down the long, long, long, long stairway from the Jade Palace.]]Palace]].
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* ''VideoGame/{{Rengoku}}'': In the second game depleting boss's health pauses the game and the camera shows the player then the boss before continuing.
to:
* ''VideoGame/{{Rengoku}}'': In the second game game, depleting a boss's health pauses the game and the camera shows the player then the boss before continuing.continuing.
* The ''VideoGame/RhythmHeaven'' minigame "Sneaky Spirits", featured in the original GBA game and the 3DS ''Megamix'', briefly slows down the gameplay and the music when you successfully shoot a ghost.
* The ''VideoGame/RhythmHeaven'' minigame "Sneaky Spirits", featured in the original GBA game and the 3DS ''Megamix'', briefly slows down the gameplay and the music when you successfully shoot a ghost.
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** Kazyua from ''Franchise/{{Tekken}}'', in his GuestFighter appearance in ''VideoGame/SuperSmashBrosUltimate'', was given no hitstop on his attacks to preserve the "feel" of his home game.
to:
** Kazyua Kazuya from ''Franchise/{{Tekken}}'', in his GuestFighter appearance in ''VideoGame/SuperSmashBrosUltimate'', was given no hitstop on his attacks to preserve the "feel" of his home game.
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* ''Guilty Gear''[='s=] SpiritualSuccessor ''VideoGame/BlazBlue'' has this in JustForFun/{{egregious}} amounts, particularly with its Fatal Counters. It's often stated that the hitstop makes it very easy for a lot of frame-perfect combos in the first two iterations, though it starts to be a lot more fast-paced as of the ''Chronophantasma'' installment however.
to:
* ''Guilty Gear''[='s=] SpiritualSuccessor ''VideoGame/BlazBlue'' ''VideoGame/GuiltyGear''[='s=] CreatorDrivenSuccessor ''Franchise/BlazBlue'' has this in JustForFun/{{egregious}} amounts, particularly with its Fatal Counters. It's often stated that the hitstop makes it very easy for a lot of frame-perfect combos in [[VideoGame/BlazBlueCalamityTrigger the first first]] [[VideoGame/BlazBlueContinuumShift two iterations, iterations]], though it starts to be a lot more fast-paced as of the ''Chronophantasma'' installment however.general game speed became faster-paced from ''[[VideoGame/BlazBlueChronophantasma Chronophantasma]]'' onward.
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** Employed in the trailers. While mostly done to emphasize specific moves, this is done excessively in [[https://www.youtube.com/watch?v=jHPAnj_Lcbo trailers with]] [[https://www.youtube.com/watch?v=zT0I9-2_pfg Dante,]] where the trailer constantly slows down after almost every shot to the point that it almost becomes meaningless. Noticeably, this isn't that case when demonstrating the other characters, meaning this was likely in order to keep with the slower, droning pace of his theme, which lacks the high energy of every other theme in the series such as [[https://www.youtube.com/watch?v=-WpnPSChVRQ Devil Trigger]], [[https://www.youtube.com/watch?v=9v-9BBiC0VU Taste the Blood,]] [[https://www.youtube.com/watch?v=EH4qnO6k6Qk Lock and]] [[https://www.youtube.com/watch?v=84jrCjX022Y Load,]] and [[https://www.youtube.com/watch?v=zdJwxGJ5GEg Devils Never Cry]].
to:
** Employed in the trailers. While mostly done to emphasize specific moves, this is done excessively in [[https://www.youtube.com/watch?v=jHPAnj_Lcbo trailers with]] [[https://www.youtube.com/watch?v=zT0I9-2_pfg Dante,]] Dante]], where the trailer constantly slows down after almost every shot to the point that it almost becomes meaningless. Noticeably, this isn't that case when demonstrating the other characters, meaning this was likely in order to keep with the slower, droning pace of his theme, theme ("Subhuman"), which lacks the high energy of every other theme in the series such as [[https://www.youtube.com/watch?v=-WpnPSChVRQ Devil Trigger]], "Devil Trigger"]], [[https://www.youtube.com/watch?v=9v-9BBiC0VU Taste "Taste the Blood,]] Blood"]], [[https://www.youtube.com/watch?v=EH4qnO6k6Qk Lock "Lock and]] [[https://www.youtube.com/watch?v=84jrCjX022Y Load,]] Load"]], and [[https://www.youtube.com/watch?v=zdJwxGJ5GEg Devils "Devils Never Cry]].Cry"]].
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* A correctly done CounterAttack in ''VideoGame/FinalFightStreetwise'', be it by blocking the attack at the right time or parrying, and you're treated to several variations of this trope.
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* A correctly done CounterAttack in ''VideoGame/FinalFightStreetwise'', ''[[VideoGame/FinalFight Final Fight: Streetwise]]'', be it by blocking the attack at the right time or parrying, [[PunchParry parrying]], and you're treated to several variations of this trope.
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* The ''VideoGame/GuiltyGear'' series is the {{Trope Namer|s}}. The ''Xrd'' installments introduce a feature known as Danger Time, [[LuckBasedMission randomly activated by any clash between attacks]], wherein any attack successfully landed during the next 10 seconds causes what is known as a Mortal Counter, briefly freezing up the assailee before they experience [[BulletTime immense slowdown]] -- all while attack damage is boosted by 20%.
to:
* The ''VideoGame/GuiltyGear'' series is the {{Trope Namer|s}}. The ''Xrd'' ''[[VideoGame/GuiltyGearXrd Xrd]]'' installments introduce introduced a feature known as Danger Time, [[LuckBasedMission randomly activated by any clash between attacks]], wherein any attack successfully landed during the next 10 seconds causes what is known as a Mortal Counter, briefly freezing up the assailee before they experience [[BulletTime immense slowdown]] -- all while attack damage is boosted by 20%.
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* ''[[VideoGame/JakAndDaxter Jak X: Combat Racing]]'' would do this when the player pulled off certain kill moves, along with a close up zoom of the wrecked car and one of several randomized messages appearing on the screen. The player's car also got this treatment when they were killed. Both of these could be toggled off in the menu, even in mid-race.
to:
* ''[[VideoGame/JakAndDaxter ''[[VideoGame/JakX Jak X: Combat Racing]]'' would do this when the player pulled off certain kill moves, along with a close up zoom of the wrecked car and one of several randomized messages appearing on the screen. The player's car also got this treatment when they were killed. Both of these could be toggled off in the menu, even in mid-race.
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* Critical Counters in ''VideoGame/TheKingOfFighters XII'' have a lot of this.
to:
* Critical Counters in ''VideoGame/TheKingOfFighters XII'' ''VideoGame/TheKingOfFightersXII'' have a lot of this.
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* Present in both Capcom's ''Franchise/StreetFighter'' and ''VideoGame/MarvelVsCapcom'' games. In regards to ''Street Fighter'', there are methods to create more hitstop than normal that vary from game to game, such as fully-charged Focus Attacks in ''VideoGame/StreetFighterIV'' or scoring a counter hit with a hard-strength attack in ''VideoGame/StreetFighterAlpha 3'' (which would be later revisited with the Crush Counters in ''VideoGame/StreetFighterV'').
* As far back as ''VideoGame/SuperMarioBros1'' -- taking a hit and losing your powerup freezes the game briefly while Mario reverts to his original, tiny form.
* As far back as ''VideoGame/SuperMarioBros1'' -- taking a hit and losing your powerup freezes the game briefly while Mario reverts to his original, tiny form.
to:
* Present in both Capcom's Creator/{{Capcom}}'s ''Franchise/StreetFighter'' and ''VideoGame/MarvelVsCapcom'' games. In regards to ''Street Fighter'', there are methods to create more hitstop than normal that vary from game to game, such as fully-charged [[UnblockableAttack fully]] [[ChargedAttack charged]] Focus Attacks in ''VideoGame/StreetFighterIV'' or scoring a counter hit with a hard-strength attack in ''VideoGame/StreetFighterAlpha 3'' (which would be later revisited with the Crush Counters in ''VideoGame/StreetFighterV'').
* As far back as ''VideoGame/SuperMarioBros1'' -- taking a hit and losing yourpowerup power-up freezes the game briefly while Mario reverts to his original, tiny form.
* As far back as ''VideoGame/SuperMarioBros1'' -- taking a hit and losing your
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** Kazyua from ''VideoGame/{{Tekken}}'', in his GuestFighter appearance in ''VideoGame/SuperSmashBrosUltimate'', was given no hitstop on his attacks to preserve the "feel" of his home game.
to:
** Kazyua from ''VideoGame/{{Tekken}}'', ''Franchise/{{Tekken}}'', in his GuestFighter appearance in ''VideoGame/SuperSmashBrosUltimate'', was given no hitstop on his attacks to preserve the "feel" of his home game.
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* The final hit of a round in ''VideoGame/{{Tekken}} 7'' will slow down the action and zoom in the camera. If two players are closing in at the same moment and at least one of their attacks could potentially end the round, it becomes an ImpendingClashShot instead.
to:
* The final hit of a round in ''VideoGame/{{Tekken}} 7'' ''VideoGame/Tekken7'' will slow down the action and zoom in the camera. If two players are closing in at the same moment and at least one of their attacks could potentially end the round, it becomes an ImpendingClashShot instead.
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Crosswicking
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* ''VideoGame/{{Afterimage}}'':
** There's a slow-motion effect every time the playable character is damaged.
** The blade weapon Deathmatch is mechanically built around parrying attacks. Its FlavorText and lore aren't the only ones supplementing this, the weapon also changes Renee's basic attack into the "Clashing Blades" weapon skill - a slash that produces a dramatic slow-motion effect whenever it successfully connects with an enemy's attack. As of the ''Trio in the Sea'' update, playable Karsa has "Mighty Blow" as the name of his own equivalent of the "Clashing Blades" skill.
** There's a slow-motion effect every time the playable character is damaged.
** The blade weapon Deathmatch is mechanically built around parrying attacks. Its FlavorText and lore aren't the only ones supplementing this, the weapon also changes Renee's basic attack into the "Clashing Blades" weapon skill - a slash that produces a dramatic slow-motion effect whenever it successfully connects with an enemy's attack. As of the ''Trio in the Sea'' update, playable Karsa has "Mighty Blow" as the name of his own equivalent of the "Clashing Blades" skill.
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* During the final fight of ''VideoGame/MetalGearSolid4'', some of Snake and Ocelot's blows are slowed down in this way, showing the sheer force behind them and showing them both pushing through anyways. Even a CrossCounter gets this treatment.
to:
* During the final fight of ''VideoGame/MetalGearSolid4'', ''VideoGame/MetalGearSolid4GunsOfThePatriots'', some of Snake and Ocelot's blows are slowed down in this way, showing the sheer force behind them and showing them both pushing through anyways. Even a CrossCounter gets this treatment.
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Crosswicking.
* ''Film/DungeonsAndDragonsHonorAmongThieves'': We watch in all its glorious slo-motion... Forge getting hit in the face by a potato. Mind you, Holga threw it hard enough for the potato to ''shatter on impact''.
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[[folder:Web Video]]
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[[folder:Web Video]]Videos]]
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[[caption-width-right:350:sometimes seeing a picture of someone being punched in the face in slow-mo isn't that good.]]
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[[caption-width-right:350:Agent Smith will feel that for a long time.]]
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Alphabetization.
Deleted line(s) 1,2 (click to see context) :
%% Image selected per Image Pickin' thread: https://tvtropes.org/pmwiki/posts.php?discussion=1368405627021934100
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%% The examples have been alphabetized. Please put any new example in its proper place in the folder rather than at the end.
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%% Image selected per Image Pickin' thread: https://tvtropes.org/pmwiki/posts.php?discussion=1368405627021934100
%% Please do not replace or remove without starting a new thread.
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%% The examples have been alphabetized. Please put any new example in its proper place in the folder rather than at the end.
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%% Image selected per Image Pickin' thread: https://tvtropes.org/pmwiki/posts.php?discussion=1368405627021934100
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* Used in ''Anime/{{Usavich}}'' when the giant robot smacks Kirenenko and he collides with Putin and their robot.
* In the final episode of ''Anime/CowboyBebop'' [[spoiler:when Julia is shot]].
* Occurs in ''Manga/{{Bleach}}'' episode #144 when Chad punches the arrancar Demora in the face and crushes half of his mask.
* In the final episode of ''Anime/CowboyBebop'' [[spoiler:when Julia is shot]].
* Occurs in ''Manga/{{Bleach}}'' episode #144 when Chad punches the arrancar Demora in the face and crushes half of his mask.
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* ''Manga/JoJosBizarreAdventure'':
** Giorno Giovanna's Gold Experience is absolutely brutal. It may look like a simple punch at first, but with the Stand's ability to manipulate life energy, it becomes even worse. When a person is infused with life energy per punch, it causes their five senses to go into overdrive, essentially hyper-enhancing their perception of time to the point that the pain of getting your nose broken or your jaw dislocated remains for minutes, even a few ''hours'' according to you. And when that first punch is the herald to RapidFireFisticuffs, as both Cioccolatta and Diavolo can attest, your rough ride is about to get ''unbearable''.
** Dio's punch on Jonathan during their boxing match in Part 1. He tries again when they grow up, but it's no longer effective. Note, both incidents were before Dio became a Vampire and when his strength was not yet superhuman, but still correct for the average adult man in great health.
* In the final chapter of ''Manga/PoisonBerryInMyBrain'', this is used when [[spoiler:Saotome smashes the fish sculpture he made.]]
** Giorno Giovanna's Gold Experience is absolutely brutal. It may look like a simple punch at first, but with the Stand's ability to manipulate life energy, it becomes even worse. When a person is infused with life energy per punch, it causes their five senses to go into overdrive, essentially hyper-enhancing their perception of time to the point that the pain of getting your nose broken or your jaw dislocated remains for minutes, even a few ''hours'' according to you. And when that first punch is the herald to RapidFireFisticuffs, as both Cioccolatta and Diavolo can attest, your rough ride is about to get ''unbearable''.
** Dio's punch on Jonathan during their boxing match in Part 1. He tries again when they grow up, but it's no longer effective. Note, both incidents were before Dio became a Vampire and when his strength was not yet superhuman, but still correct for the average adult man in great health.
* In the final chapter of ''Manga/PoisonBerryInMyBrain'', this is used when [[spoiler:Saotome smashes the fish sculpture he made.]]
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* ''Anime/DragonBallZ'' uses this effect often when someone gets hit with a penetrating attack, such as when Goku and Raditz are run through on Piccolo's Special Beam Cannon, when Vegeta gets shot through the heart by Frieza, and when Cell blasts a hole through Trunks.
* In ''Anime/DragonBallSuper'' Jiren [[spoiler:gets this treatment from Goku after he tries to kill his friends]]. It's named the "Silver Dragon Flash" in ''VideoGame/DragonBallHeroes''.
* In ''Anime/DragonBallSuper'' Jiren [[spoiler:gets this treatment from Goku after he tries to kill his friends]]. It's named the "Silver Dragon Flash" in ''VideoGame/DragonBallHeroes''.
to:
* Occurs in ''Manga/{{Bleach}}'' episode #144 when Chad punches the arrancar Demora in the face and crushes half of his mask.
* In the final episode of ''Anime/CowboyBebop'' [[spoiler:when Julia is shot]].
* ''Franchise/DragonBall'':
** ''Anime/DragonBallZ'' uses this effect often when someone gets hit with a penetrating attack, such as when Goku and Raditz are run through on Piccolo's Special Beam Cannon, when Vegeta gets shot through the heart by Frieza, and when Cell blasts a hole through Trunks.
* ** In ''Anime/DragonBallSuper'' ''Anime/DragonBallSuper'', Jiren [[spoiler:gets this treatment from Goku after he tries to kill his friends]]. It's named the "Silver Dragon Flash" in ''VideoGame/DragonBallHeroes''.''VideoGame/DragonBallHeroes''.
* ''Manga/JoJosBizarreAdventure'':
** Giorno Giovanna's Gold Experience is absolutely brutal. It may look like a simple punch at first, but with the Stand's ability to manipulate life energy, it becomes even worse. When a person is infused with life energy per punch, it causes their five senses to go into overdrive, essentially hyper-enhancing their perception of time to the point that the pain of getting your nose broken or your jaw dislocated remains for minutes, even a few ''hours'' according to you. And when that first punch is the herald to RapidFireFisticuffs, as both Cioccolatta and Diavolo can attest, your rough ride is about to get ''unbearable''.
** Dio's punch on Jonathan during their boxing match in Part 1. He tries again when they grow up, but it's no longer effective. Note, both incidents were before Dio became a Vampire and when his strength was not yet superhuman, but still correct for the average adult man in great health.
* In the final chapter of ''Manga/PoisonBerryInMyBrain'', this is used when [[spoiler:Saotome smashes the fish sculpture he made.]]
* Used in ''Anime/{{Usavich}}'' when the giant robot smacks Kirenenko and he collides with Putin and their robot.
* In the final episode of ''Anime/CowboyBebop'' [[spoiler:when Julia is shot]].
* ''Franchise/DragonBall'':
** ''Anime/DragonBallZ'' uses this effect often when someone gets hit with a penetrating attack, such as when Goku and Raditz are run through on Piccolo's Special Beam Cannon, when Vegeta gets shot through the heart by Frieza, and when Cell blasts a hole through Trunks.
* ''Manga/JoJosBizarreAdventure'':
** Giorno Giovanna's Gold Experience is absolutely brutal. It may look like a simple punch at first, but with the Stand's ability to manipulate life energy, it becomes even worse. When a person is infused with life energy per punch, it causes their five senses to go into overdrive, essentially hyper-enhancing their perception of time to the point that the pain of getting your nose broken or your jaw dislocated remains for minutes, even a few ''hours'' according to you. And when that first punch is the herald to RapidFireFisticuffs, as both Cioccolatta and Diavolo can attest, your rough ride is about to get ''unbearable''.
** Dio's punch on Jonathan during their boxing match in Part 1. He tries again when they grow up, but it's no longer effective. Note, both incidents were before Dio became a Vampire and when his strength was not yet superhuman, but still correct for the average adult man in great health.
* In the final chapter of ''Manga/PoisonBerryInMyBrain'', this is used when [[spoiler:Saotome smashes the fish sculpture he made.]]
* Used in ''Anime/{{Usavich}}'' when the giant robot smacks Kirenenko and he collides with Putin and their robot.
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%%* Occurs a few times in ''[[http://www.fimfiction.net/story/109581/1/i-did-not-want-to-die/i-did-not-want-to-die I Did Not Want To Die.]]''
to:
%%* Occurs a few times in ''[[http://www.fimfiction.net/story/109581/1/i-did-not-want-to-die/i-did-not-want-to-die I Did Not Want To Die.]]''to Die]]''.
* ''Film/AntManAndTheWaspQuantumania'': When Cassie [[SizeShifter gets bigger]] to fight M.O.D.O.K., the shot of her giant fist crashing into Darren's large face is shown in extreme slo-mo.
* In ''Film/TheCampaign'', Cam Brady slo-mo punches ''a baby''. He was aiming for his political rival as they were fighting over the baby to [[PoliticiansKissBabies kiss him]], but his opponent ducked.
* ''Film/HobbsAndShaw'' has several at the hands of Brixton Cole mostly to show off his SuperStrength.
* ''[[Series/{{Jackass}} Jackass 3D]]'' had a few skits involving this, usually featuring a cast member being hit with a heavy object in high speed slow-mo. The funniest example is definitely a dildo being shot out of a cannon, flying past some model scenes, and shattering a glass of milk, before slamming into Rick Kosick's face.
* In ''Film/TheCampaign'', Cam Brady slo-mo punches ''a baby''. He was aiming for his political rival as they were fighting over the baby to [[PoliticiansKissBabies kiss him]], but his opponent ducked.
* ''Film/HobbsAndShaw'' has several at the hands of Brixton Cole mostly to show off his SuperStrength.
* ''[[Series/{{Jackass}} Jackass 3D]]'' had a few skits involving this, usually featuring a cast member being hit with a heavy object in high speed slow-mo. The funniest example is definitely a dildo being shot out of a cannon, flying past some model scenes, and shattering a glass of milk, before slamming into Rick Kosick's face.
* In ''Film/RagingBull'', Jake [=LaMotta=] slo-mo punches an opponent for a KO.
* Creator/GuyRitchie is also a bit of a fan:
** ''Film/{{Snatch}}'' uses two during the film's final boxing match: the first, an uppercut that sends Mickey flying; and the second, when Mickey recovers from said uppercut, and lays out his opponent with one punch.
** Used a few times in ''Film/{{Sherlock Holmes|2009}}'', while Holmes is going through his fight moves in his head. The actual fight is then shown in real time to prove that Holmes' moves worked. [[Film/SherlockHolmesAGameOfShadows Its sequel]] would re-use the trope as well.
** Also used in ''Film/KingArthurLegendOfTheSword'', once Arthur gets his hands on Excalibur.
* ''Film/RomeoMustDie'', complete with x-ray flashes of the underlying damage.
* ''Film/{{Serenity}}'': When River Tam kicks some Reaver ass, she punches one in the face in slo mo.
* Creator/GuyRitchie is also a bit of a fan:
** ''Film/{{Snatch}}'' uses two during the film's final boxing match: the first, an uppercut that sends Mickey flying; and the second, when Mickey recovers from said uppercut, and lays out his opponent with one punch.
** Used a few times in ''Film/{{Sherlock Holmes|2009}}'', while Holmes is going through his fight moves in his head. The actual fight is then shown in real time to prove that Holmes' moves worked. [[Film/SherlockHolmesAGameOfShadows Its sequel]] would re-use the trope as well.
** Also used in ''Film/KingArthurLegendOfTheSword'', once Arthur gets his hands on Excalibur.
* ''Film/RomeoMustDie'', complete with x-ray flashes of the underlying damage.
* ''Film/{{Serenity}}'': When River Tam kicks some Reaver ass, she punches one in the face in slo mo.
Deleted line(s) 48,52 (click to see context) :
* ''Film/RomeoMustDie'', complete with x-ray flashes of the underlying damage.
* Creator/GuyRitchie is also a bit of a fan:
** ''Film/{{Snatch}}'' uses two during the film's final boxing match: the first, an uppercut that sends Mickey flying; and the second, when Mickey recovers from said uppercut, and lays out his opponent with one punch.
** Used a few times in ''Film/SherlockHolmes2009'', while Holmes is going through his fight moves in his head. The actual fight is then shown in real time to prove that Holmes' moves worked. [[Film/SherlockHolmesAGameOfShadows Its sequel]] would re-use the trope as well.
** Also used in ''Film/KingArthurLegendOfTheSword'', once Arthur gets his hands on Excalibur.
* Creator/GuyRitchie is also a bit of a fan:
** ''Film/{{Snatch}}'' uses two during the film's final boxing match: the first, an uppercut that sends Mickey flying; and the second, when Mickey recovers from said uppercut, and lays out his opponent with one punch.
** Used a few times in ''Film/SherlockHolmes2009'', while Holmes is going through his fight moves in his head. The actual fight is then shown in real time to prove that Holmes' moves worked. [[Film/SherlockHolmesAGameOfShadows Its sequel]] would re-use the trope as well.
** Also used in ''Film/KingArthurLegendOfTheSword'', once Arthur gets his hands on Excalibur.
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* In ''Film/TheCampaign'', Cam Brady slo-mo punches ''a baby''. He was aiming for his political rival as they were fighting over the baby to [[PoliticiansKissBabies kiss him]], but his opponent ducked.
* In ''Film/RagingBull'', Jake [=LaMotta=] slo-mo punches an opponent for a KO.
* ''Film/{{Serenity}}'': When River Tam kicks some Reaver ass, she punches one in the face in slo mo.
* ''Film/HobbsAndShaw'' has several at the hands of Brixton Cole mostly to show off his SuperStrength.
* ''[[Series/{{Jackass}} Jackass 3D]]'' had a few skits involving this, usually featuring a cast member being hit with a heavy object in high speed slow-mo. The funniest example is definitely a dildo being shot out of a cannon, flying past some model scenes, and shattering a glass of milk, before slamming into Rick Kosick's face.
* In ''Film/RagingBull'', Jake [=LaMotta=] slo-mo punches an opponent for a KO.
* ''Film/{{Serenity}}'': When River Tam kicks some Reaver ass, she punches one in the face in slo mo.
* ''Film/HobbsAndShaw'' has several at the hands of Brixton Cole mostly to show off his SuperStrength.
* ''[[Series/{{Jackass}} Jackass 3D]]'' had a few skits involving this, usually featuring a cast member being hit with a heavy object in high speed slow-mo. The funniest example is definitely a dildo being shot out of a cannon, flying past some model scenes, and shattering a glass of milk, before slamming into Rick Kosick's face.
* Seen in ''Series/{{Loki|2021}}'', where one of the [[TimePolice TVA's hunters]] smacks Loki in the face with her baton after the latter resists arrest. The punch causes Loki's movements to slow down to 1/16th of normal, while his perception of time and pain remains steady.
* Parodied in one episode of ''Series/MalcolmInTheMiddle'' where a bully attempts to punch Malcolm in the face while everyone else in the schoolyard watches. The action goes into slow motion and Malcolm ducks to the side to avoid being hit. The bully's momentum keeps going and, while still in slow motion, makes an OhCrap expression as he sees his fist is now going towards Stevie, who is in a wheelchair, and is unable to stop himself. The impact of the punch is just a light tap on the cheek, but once the speed returns to normal, Stevie [[WoundedGazelleGambit suddenly falls over in his wheelchair]].
* One of the most hilarious moments in ''Series/MythBusters'' was when Jamie slapped Adam across the face while testing cures for drunkenness and seeing how viable having sense slapped into you was, which was repeated in slow-motion for them to watch. Even Adam thought it was hilarious, though he was drunk at the time.
* Parodied in one episode of ''Series/MalcolmInTheMiddle'' where a bully attempts to punch Malcolm in the face while everyone else in the schoolyard watches. The action goes into slow motion and Malcolm ducks to the side to avoid being hit. The bully's momentum keeps going and, while still in slow motion, makes an OhCrap expression as he sees his fist is now going towards Stevie, who is in a wheelchair, and is unable to stop himself. The impact of the punch is just a light tap on the cheek, but once the speed returns to normal, Stevie [[WoundedGazelleGambit suddenly falls over in his wheelchair]].
* One of the most hilarious moments in ''Series/MythBusters'' was when Jamie slapped Adam across the face while testing cures for drunkenness and seeing how viable having sense slapped into you was, which was repeated in slow-motion for them to watch. Even Adam thought it was hilarious, though he was drunk at the time.
Deleted line(s) 63,65 (click to see context) :
* One of the most hilarious moments in ''Series/{{Mythbusters}}'' was when Jamie slapped Adam across the face while testing cures for drunkenness and seeing how viable having sense slapped into you was, which was repeated in slow-motion for them to watch. Even Adam thought it was hilarious, though he was drunk at the time.
* Parodied in one episode of ''Series/MalcolmInTheMiddle'' where a bully attempts to punch Malcolm in the face while everyone else in the schoolyard watches. The action goes into slow motion and Malcolm ducks to the side to avoid being hit. The bully's momentum keeps going and, while still in slow motion, makes an OhCrap expression as he sees his fist is now going towards Stevie, who is in a wheelchair, and is unable to stop himself. The impact of the punch is just a light tap on the cheek, but once the speed returns to normal, Stevie [[WoundedGazelleGambit suddenly falls over in his wheelchair]].
* Seen in ''Series/Loki2021'', where one of the [[TimePolice TVA's hunters]] smacks Loki in the face with her baton after the latter resists arrest. The punch causes Loki's movements to slow down to 1/16th of normal, while his perception of time and pain remains steady.
* Parodied in one episode of ''Series/MalcolmInTheMiddle'' where a bully attempts to punch Malcolm in the face while everyone else in the schoolyard watches. The action goes into slow motion and Malcolm ducks to the side to avoid being hit. The bully's momentum keeps going and, while still in slow motion, makes an OhCrap expression as he sees his fist is now going towards Stevie, who is in a wheelchair, and is unable to stop himself. The impact of the punch is just a light tap on the cheek, but once the speed returns to normal, Stevie [[WoundedGazelleGambit suddenly falls over in his wheelchair]].
* Seen in ''Series/Loki2021'', where one of the [[TimePolice TVA's hunters]] smacks Loki in the face with her baton after the latter resists arrest. The punch causes Loki's movements to slow down to 1/16th of normal, while his perception of time and pain remains steady.
Changed line(s) 68 (click to see context) from:
[[folder:Music]]
to:
Changed line(s) 73,85 (click to see context) from:
* The ''VideoGame/GuiltyGear'' series is the {{Trope Namer|s}}. The ''Xrd'' installments introduce a feature known as Danger Time, [[LuckBasedMission randomly activated by any clash between attacks]], wherein any attack successfully landed during the next 10 seconds causes what is known as a Mortal Counter, briefly freezing up the assailee before they experience [[BulletTime immense slowdown]]--all while attack damage is boosted by 20%.
** ''Guilty Gear''[='s=] SpiritualSuccessor ''VideoGame/BlazBlue'' has this in JustForFun/{{egregious}} amounts, particularly with its Fatal Counters. It's often stated that the hitstop makes it very easy for a lot of frame-perfect combos in the first two iterations, though it starts to be a lot more fast-paced as of the ''Chronophantasma'' installment however.
* Present in both Capcom's ''Franchise/StreetFighter'' and ''VideoGame/MarvelVsCapcom'' games.
** In regards to ''Street Fighter'', there are methods to create more hitstop than normal that vary from game to game, such as fully-charged Focus Attacks in ''VideoGame/StreetFighterIV'' or scoring a counter hit with a hard-strength attack in ''VideoGame/StreetFighterAlpha 3'' (which would be later revisited with the Crush Counters in ''VideoGame/StreetFighterV'').
* Critical Counters in ''VideoGame/TheKingOfFighters XII'' have a lot of this.
* ''VideoGame/MortalKombat9'': The X-Ray attacks cause this effect on the hit that actually does internal damage. ''VideoGame/MortalKombatX'' also has X-Ray attacks but the slowdown effect is not as prominent here.
* Kazyua from ''VideoGame/{{Tekken}}'', in his GuestFighter appearance in ''VideoGame/SuperSmashBrosUltimate'', was given no hitstop on his attacks to preserve the "feel" of his home game.
* ''VideoGame/MadWorld'' uses this when you're finishing off victims of your brutality with special moves. Special shoutout goes to the FinalBoss [[spoiler: the Black Baron]] where the camera focuses on their teeth being punched out of their face.
* ''VideoGame/SuperSmashBros'' notably applies hitstop to the person(s) taking damage[[note]]or the person(s) blocking the attack[[/note]] and the person dealing the damage, but everything else continues moving. This includes the background, nearby items and hazards, particle effects (including particle effects of the attacker's attack), and [[OhCrap nearby players who didn't take any damage]].
** ''VideoGame/SuperSmashBrosUltimate'' adds this effect to any particularly powerful attack in 1v1 matches, such as the [[MemeticMutation Falcon Punch]].
* ''VideoGame/RivalsOfAether'' applies hitstop and a faint shockwave effect to particularly powerful attacks or on fighters with high damage.
* ''VideoGame/LethalLeague'' even displays a hitstop meter. The hitstop time increases the faster the ball is going.
** The final hit of a round in ''VideoGame/{{Tekken}} 7'' will slow down the action and zoom in the camera. If two players are closing in at the same moment and at least one of their attacks could potentially end the round, it becomes an ImpendingClashShot instead.
** ''Guilty Gear''[='s=] SpiritualSuccessor ''VideoGame/BlazBlue'' has this in JustForFun/{{egregious}} amounts, particularly with its Fatal Counters. It's often stated that the hitstop makes it very easy for a lot of frame-perfect combos in the first two iterations, though it starts to be a lot more fast-paced as of the ''Chronophantasma'' installment however.
* Present in both Capcom's ''Franchise/StreetFighter'' and ''VideoGame/MarvelVsCapcom'' games.
** In regards to ''Street Fighter'', there are methods to create more hitstop than normal that vary from game to game, such as fully-charged Focus Attacks in ''VideoGame/StreetFighterIV'' or scoring a counter hit with a hard-strength attack in ''VideoGame/StreetFighterAlpha 3'' (which would be later revisited with the Crush Counters in ''VideoGame/StreetFighterV'').
* Critical Counters in ''VideoGame/TheKingOfFighters XII'' have a lot of this.
* ''VideoGame/MortalKombat9'': The X-Ray attacks cause this effect on the hit that actually does internal damage. ''VideoGame/MortalKombatX'' also has X-Ray attacks but the slowdown effect is not as prominent here.
* Kazyua from ''VideoGame/{{Tekken}}'', in his GuestFighter appearance in ''VideoGame/SuperSmashBrosUltimate'', was given no hitstop on his attacks to preserve the "feel" of his home game.
* ''VideoGame/MadWorld'' uses this when you're finishing off victims of your brutality with special moves. Special shoutout goes to the FinalBoss [[spoiler: the Black Baron]] where the camera focuses on their teeth being punched out of their face.
* ''VideoGame/SuperSmashBros'' notably applies hitstop to the person(s) taking damage[[note]]or the person(s) blocking the attack[[/note]] and the person dealing the damage, but everything else continues moving. This includes the background, nearby items and hazards, particle effects (including particle effects of the attacker's attack), and [[OhCrap nearby players who didn't take any damage]].
** ''VideoGame/SuperSmashBrosUltimate'' adds this effect to any particularly powerful attack in 1v1 matches, such as the [[MemeticMutation Falcon Punch]].
* ''VideoGame/RivalsOfAether'' applies hitstop and a faint shockwave effect to particularly powerful attacks or on fighters with high damage.
* ''VideoGame/LethalLeague'' even displays a hitstop meter. The hitstop time increases the faster the ball is going.
** The final hit of a round in ''VideoGame/{{Tekken}} 7'' will slow down the action and zoom in the camera. If two players are closing in at the same moment and at least one of their attacks could potentially end the round, it becomes an ImpendingClashShot instead.
to:
* The ''VideoGame/GuiltyGear'' series is the {{Trope Namer|s}}. The ''Xrd'' installments introduce a feature known as Danger Time, [[LuckBasedMission randomly activated by any clash between attacks]], wherein any attack successfully landed during the next 10 seconds causes what is known ''VideoGame/ALLTYNEXSecond'' has this as a Mortal Counter, briefly freezing up toggleable feature. When enabled, the assailee before they experience [[BulletTime immense slowdown]]--all while attack damage is boosted by 20%.
**game pauses for a few frames when you kill an enemy with the blade.
* ''Guilty Gear''[='s=] SpiritualSuccessor ''VideoGame/BlazBlue'' has this in JustForFun/{{egregious}} amounts, particularly with its Fatal Counters. It's often stated that the hitstop makes it very easy for a lot of frame-perfect combos in the first two iterations, though it starts to be a lot more fast-paced as of the ''Chronophantasma'' installment however.
*Present in both Capcom's ''Franchise/StreetFighter'' and ''VideoGame/MarvelVsCapcom'' games.
** In regards to ''Street Fighter'', there are methods to create more hitstop than normal that vary from game to game, such as fully-charged Focus Attacks in ''VideoGame/StreetFighterIV'' or scoring a counter hit with a hard-strength attack in ''VideoGame/StreetFighterAlpha 3'' (which would be later revisited with''VideoGame/DeathStranding'' will briefly slow down time whenever you land the Crush Counters in ''VideoGame/StreetFighterV'').
* Critical Counters in ''VideoGame/TheKingOfFighters XII'' haveincapacitating blow on a lot of this.
* ''VideoGame/MortalKombat9'':human enemy or boss. The X-Ray attacks cause this effect on the hit that actually does internal damage. ''VideoGame/MortalKombatX'' also has X-Ray attacks but the slowdown effect is not as prominent here.
* Kazyua from ''VideoGame/{{Tekken}}'', in his GuestFighter appearance in ''VideoGame/SuperSmashBrosUltimate'', was given no hitstop on his attacks to preserve the "feel" of his home game.
* ''VideoGame/MadWorld''one-on-one fight against Higgs uses this when you're finishing off victims of your brutality with special moves. Special shoutout goes to the FinalBoss [[spoiler: the Black Baron]] where the camera focuses on their teeth being punched out of their face.
* ''VideoGame/SuperSmashBros'' notably applies hitstop to the person(s) taking damage[[note]]or the person(s) blocking the attack[[/note]] and the person dealing the damage, but everything else continues moving. This includes the background, nearby items and hazards, particle effects (including particle effects of the attacker's attack), and [[OhCrap nearby players who didn't take any damage]].
** ''VideoGame/SuperSmashBrosUltimate'' adds thiseven greater effect to any in the final phase, zooming in on his face whenever Sam lands a particularly powerful attack strong haymaker.
* ''VideoGame/DevilMayCry5'':
** Employed in1v1 matches, the trailers. While mostly done to emphasize specific moves, this is done excessively in [[https://www.youtube.com/watch?v=jHPAnj_Lcbo trailers with]] [[https://www.youtube.com/watch?v=zT0I9-2_pfg Dante,]] where the trailer constantly slows down after almost every shot to the point that it almost becomes meaningless. Noticeably, this isn't that case when demonstrating the other characters, meaning this was likely in order to keep with the slower, droning pace of his theme, which lacks the high energy of every other theme in the series such as [[https://www.youtube.com/watch?v=-WpnPSChVRQ Devil Trigger]], [[https://www.youtube.com/watch?v=9v-9BBiC0VU Taste the [[MemeticMutation Falcon Punch]].
* ''VideoGame/RivalsOfAether'' applies hitstopBlood,]] [[https://www.youtube.com/watch?v=EH4qnO6k6Qk Lock and]] [[https://www.youtube.com/watch?v=84jrCjX022Y Load,]] and a faint shockwave effect to particularly powerful attacks or on fighters with high damage.
* ''VideoGame/LethalLeague'' even displays a hitstop meter. The hitstop[[https://www.youtube.com/watch?v=zdJwxGJ5GEg Devils Never Cry]].
** Hit Stop is also utilized ingame during each step of Balrog's "Real Impact" move, freezing both Dante and the enemy being hit very briefly for every timeincreases the faster the ball is going.
** The final hit of a round in ''VideoGame/{{Tekken}} 7'' will slow down the action and zoom in the camera. If two players are closing in at the same moment and at least one of their attacks could potentially end the round, it becomes an ImpendingClashShot instead.uppercut lands.
**
* ''Guilty Gear''[='s=] SpiritualSuccessor ''VideoGame/BlazBlue'' has this in JustForFun/{{egregious}} amounts, particularly with its Fatal Counters. It's often stated that the hitstop makes it very easy for a lot of frame-perfect combos in the first two iterations, though it starts to be a lot more fast-paced as of the ''Chronophantasma'' installment however.
*
** In regards to ''Street Fighter'', there are methods to create more hitstop than normal that vary from game to game, such as fully-charged Focus Attacks in ''VideoGame/StreetFighterIV'' or scoring a counter hit with a hard-strength attack in ''VideoGame/StreetFighterAlpha 3'' (which would be later revisited with
* Critical Counters in ''VideoGame/TheKingOfFighters XII'' have
* ''VideoGame/MortalKombat9'':
* Kazyua from ''VideoGame/{{Tekken}}'', in his GuestFighter appearance in ''VideoGame/SuperSmashBrosUltimate'', was given no hitstop on his attacks to preserve the "feel" of his home game.
* ''VideoGame/MadWorld''
* ''VideoGame/SuperSmashBros'' notably applies hitstop to the person(s) taking damage[[note]]or the person(s) blocking the attack[[/note]] and the person dealing the damage, but everything else continues moving. This includes the background, nearby items and hazards, particle effects (including particle effects of the attacker's attack), and [[OhCrap nearby players who didn't take any damage]].
** ''VideoGame/SuperSmashBrosUltimate'' adds this
* ''VideoGame/DevilMayCry5'':
** Employed in
* ''VideoGame/RivalsOfAether'' applies hitstop
* ''VideoGame/LethalLeague'' even displays a hitstop meter. The hitstop
** Hit Stop is also utilized ingame during each step of Balrog's "Real Impact" move, freezing both Dante and the enemy being hit very briefly for every time
** The final hit of a round in ''VideoGame/{{Tekken}} 7'' will slow down the action and zoom in the camera. If two players are closing in at the same moment and at least one of their attacks could potentially end the round, it becomes an ImpendingClashShot instead.
Deleted line(s) 88,91 (click to see context) :
* ''VideoGame/SlapCity'' makes it a plot point in the game's story mode. The diorama at the center of the arena is actually the city's founders, who hit each other so hard they're still in hitstop.
* Used in ''VideoGame/GoldenSun'' whenever a CriticalHit strikes.
* Happens in ''VideoGame/SonicAdventure2'' when [[CutscenePowerToTheMax Sonic defeats the Egg Golem]], but only when seen from the Dark Story perspective.
* Used in the ''VideoGame/MegaManX'' and ''[[VideoGame/MegaManZero Zero]]'' series whenever Zero cuts something with his Z-Saber.
* Used in ''VideoGame/GoldenSun'' whenever a CriticalHit strikes.
* Happens in ''VideoGame/SonicAdventure2'' when [[CutscenePowerToTheMax Sonic defeats the Egg Golem]], but only when seen from the Dark Story perspective.
* Used in the ''VideoGame/MegaManX'' and ''[[VideoGame/MegaManZero Zero]]'' series whenever Zero cuts something with his Z-Saber.
* Any successful hit landed in VATS in the (post-[[Creator/InterplayEntertainment Interplay]]) ''VideoGame/{{Fallout}}'' series employs this, often with a healthy dose of LudicrousGibs.
Deleted line(s) 95,101 (click to see context) :
* By using the slow motion feature during replays in ''VideoGame/MarioKart8'', you can create the effect of making an impact from items look devastating.
* In ''VideoGame/UnderDefeat'', the game momentarily freezes when the player is killed.
* ''VideoGame/ALLTYNEXSecond'' has this as a toggleable feature. When enabled, the game pauses for a few frames when you kill an enemy with the blade.
* ''[[VideoGame/JakAndDaxter Jak X: Combat Racing]]'' would do this when the player pulled off certain kill moves, along with a close up zoom of the wrecked car and one of several randomized messages appearing on the screen. The player's car also got this treatment when they were killed. Both of these could be toggled off in the menu, even in mid-race.
* A part of the character select in ''VideoGame/Injustice2''; the characters exchange blows, with P1's blow to P2 resulting in a hit stop. Unless P1 is ComicBook/TheFlash; while it's still nominally slowed down to ultra-slow motion, the Flash [[SuperSpeed just moves so fast he looks like he's moving at normal speed during the hit stop]].
* ''VideoGame/MetroidSamusReturns'' uses an effect like this to indicate when you have successfully used the Melee Counter against an enemy.
* ''VideoGame/KidIcarusUprising'' uses this trope on the finishing blow of every boss. Mid-chapter bosses get only brief pauses, while chapter-end bosses [[spoiler:(including chapter-end bosses that get reappearances)]] get dramatic camera angles, an extended slow-down, a BondOneLiner from Pit, and a reaction from either Palutena or the boss itself.
* In ''VideoGame/UnderDefeat'', the game momentarily freezes when the player is killed.
* ''VideoGame/ALLTYNEXSecond'' has this as a toggleable feature. When enabled, the game pauses for a few frames when you kill an enemy with the blade.
* ''[[VideoGame/JakAndDaxter Jak X: Combat Racing]]'' would do this when the player pulled off certain kill moves, along with a close up zoom of the wrecked car and one of several randomized messages appearing on the screen. The player's car also got this treatment when they were killed. Both of these could be toggled off in the menu, even in mid-race.
* A part of the character select in ''VideoGame/Injustice2''; the characters exchange blows, with P1's blow to P2 resulting in a hit stop. Unless P1 is ComicBook/TheFlash; while it's still nominally slowed down to ultra-slow motion, the Flash [[SuperSpeed just moves so fast he looks like he's moving at normal speed during the hit stop]].
* ''VideoGame/MetroidSamusReturns'' uses an effect like this to indicate when you have successfully used the Melee Counter against an enemy.
* ''VideoGame/KidIcarusUprising'' uses this trope on the finishing blow of every boss. Mid-chapter bosses get only brief pauses, while chapter-end bosses [[spoiler:(including chapter-end bosses that get reappearances)]] get dramatic camera angles, an extended slow-down, a BondOneLiner from Pit, and a reaction from either Palutena or the boss itself.
Changed line(s) 103 (click to see context) from:
* During the final fight of ''VideoGame/MetalGearSolid4'', some of Snake and Ocelot's blows are slowed down in this way, showing the sheer force behind them and showing them both pushing through anyways. Even a CrossCounter gets this treatment.
to:
* During Used in ''VideoGame/GoldenSun'' whenever a CriticalHit strikes.
* The ''VideoGame/GuiltyGear'' series is thefinal fight {{Trope Namer|s}}. The ''Xrd'' installments introduce a feature known as Danger Time, [[LuckBasedMission randomly activated by any clash between attacks]], wherein any attack successfully landed during the next 10 seconds causes what is known as a Mortal Counter, briefly freezing up the assailee before they experience [[BulletTime immense slowdown]] -- all while attack damage is boosted by 20%.
* A part of''VideoGame/MetalGearSolid4'', some of Snake and Ocelot's blows are the character select in ''VideoGame/Injustice2''; the characters exchange blows, with P1's blow to P2 resulting in a hit stop. Unless P1 is ComicBook/TheFlash; while it's still nominally slowed down in to ultra-slow motion, the Flash [[SuperSpeed just moves so fast he looks like he's moving at normal speed during the hit stop]].
* ''[[VideoGame/JakAndDaxter Jak X: Combat Racing]]'' would do thisway, showing when the sheer force behind them player pulled off certain kill moves, along with a close up zoom of the wrecked car and showing them both pushing through anyways. Even a CrossCounter gets one of several randomized messages appearing on the screen. The player's car also got this treatment.treatment when they were killed. Both of these could be toggled off in the menu, even in mid-race.
* ''VideoGame/KidIcarusUprising'' uses this trope on the finishing blow of every boss. Mid-chapter bosses get only brief pauses, while chapter-end bosses [[spoiler:(including chapter-end bosses that get reappearances)]] get dramatic camera angles, an extended slow-down, a BondOneLiner from Pit, and a reaction from either Palutena or the boss itself.
* Critical Counters in ''VideoGame/TheKingOfFighters XII'' have a lot of this.
* ''VideoGame/LethalLeague'' even displays a hitstop meter. The hitstop time increases the faster the ball is going.
* ''VideoGame/MadWorld'' uses this when you're finishing off victims of your brutality with special moves. Special shoutout goes to the FinalBoss [[spoiler: the Black Baron]] where the camera focuses on their teeth being punched out of their face.
* By using the slow-motion feature during replays in ''VideoGame/MarioKart8'', you can create the effect of making an impact from items look devastating.
* The ''VideoGame/GuiltyGear'' series is the
* A part of
* ''[[VideoGame/JakAndDaxter Jak X: Combat Racing]]'' would do this
* ''VideoGame/KidIcarusUprising'' uses this trope on the finishing blow of every boss. Mid-chapter bosses get only brief pauses, while chapter-end bosses [[spoiler:(including chapter-end bosses that get reappearances)]] get dramatic camera angles, an extended slow-down, a BondOneLiner from Pit, and a reaction from either Palutena or the boss itself.
* Critical Counters in ''VideoGame/TheKingOfFighters XII'' have a lot of this.
* ''VideoGame/LethalLeague'' even displays a hitstop meter. The hitstop time increases the faster the ball is going.
* ''VideoGame/MadWorld'' uses this when you're finishing off victims of your brutality with special moves. Special shoutout goes to the FinalBoss [[spoiler: the Black Baron]] where the camera focuses on their teeth being punched out of their face.
* By using the slow-motion feature during replays in ''VideoGame/MarioKart8'', you can create the effect of making an impact from items look devastating.
Changed line(s) 105,107 (click to see context) from:
* Any successful hit landed in VATS in the (post-[[Creator/InterplayEntertainment Interplay]]) ''VideoGame/{{Fallout}}'' series employs this, often with a healthy dose of LudicrousGibs.
* Employed in the trailers for ''VideoGame/DevilMayCry5''. While mostly done to emphasise specific moves, this is done excessively in [[https://www.youtube.com/watch?v=jHPAnj_Lcbo trailers with]] [[https://www.youtube.com/watch?v=zT0I9-2_pfg Dante,]] where the trailer constantly slows down after almost every shot to the point that it almost becomes meaningless. Noticeably, this isn't that case when demonstrating the other characters, meaning this was likely in order to keep with the slower, droning pace of his theme, which lacks the high energy of every other theme in the series such as [[https://www.youtube.com/watch?v=-WpnPSChVRQ Devil Trigger]], [[https://www.youtube.com/watch?v=9v-9BBiC0VU Taste the Blood,]] [[https://www.youtube.com/watch?v=EH4qnO6k6Qk Lock and]] [[https://www.youtube.com/watch?v=84jrCjX022Y Load,]] and [[https://www.youtube.com/watch?v=zdJwxGJ5GEg Devils Never Cry]].
** Hit Stop is also utilized ingame during each step of Balrog's "Real Impact" move, freezing both Dante and the enemy being hit very briefly for every time the uppercut lands.
* Employed in the trailers for ''VideoGame/DevilMayCry5''. While mostly done to emphasise specific moves, this is done excessively in [[https://www.youtube.com/watch?v=jHPAnj_Lcbo trailers with]] [[https://www.youtube.com/watch?v=zT0I9-2_pfg Dante,]] where the trailer constantly slows down after almost every shot to the point that it almost becomes meaningless. Noticeably, this isn't that case when demonstrating the other characters, meaning this was likely in order to keep with the slower, droning pace of his theme, which lacks the high energy of every other theme in the series such as [[https://www.youtube.com/watch?v=-WpnPSChVRQ Devil Trigger]], [[https://www.youtube.com/watch?v=9v-9BBiC0VU Taste the Blood,]] [[https://www.youtube.com/watch?v=EH4qnO6k6Qk Lock and]] [[https://www.youtube.com/watch?v=84jrCjX022Y Load,]] and [[https://www.youtube.com/watch?v=zdJwxGJ5GEg Devils Never Cry]].
** Hit Stop is also utilized ingame during each step of Balrog's "Real Impact" move, freezing both Dante and the enemy being hit very briefly for every time the uppercut lands.
to:
* Any successful hit landed in VATS Used in the (post-[[Creator/InterplayEntertainment Interplay]]) ''VideoGame/{{Fallout}}'' ''VideoGame/MegaManX'' and ''[[VideoGame/MegaManZero Zero]]'' series employs this, often whenever Zero cuts something with his Z-Saber.
* During the final fight of ''VideoGame/MetalGearSolid4'', some of Snake and Ocelot's blows are slowed down in this way, showing the sheer force behind them and showing them both pushing through anyways. Even a CrossCounter gets this treatment.
* ''VideoGame/MetroidSamusReturns'' uses an effect like this to indicate when you have successfully used the Melee Counter against an enemy.
* ''VideoGame/MortalKombat9'': The X-Ray attacks cause this effect on the hit that actually does internal damage. ''VideoGame/MortalKombatX'' also has X-Ray attacks but the slowdown effect is not as prominent here.
* ''VideoGame/PizzaTower'': When dashing at high enough speeds, ramming through an enemy will freeze time for a frame or two as they're defeated. Mostly noticeable when many enemies are strung together. A more prominent example with ahealthy dose of LudicrousGibs.
dramatic zoom occurs whenever a boss's health bar is depleted and they transition to the next phase.
*Employed ''VideoGame/{{Rengoku}}'': In the second game depleting boss's health pauses the game and the camera shows the player then the boss before continuing.
* ''VideoGame/RivalsOfAether'' applies hitstop and a faint shockwave effect to particularly powerful attacks or on fighters with high damage.
* ''VideoGame/SlapCity'' makes it a plot point in thetrailers for ''VideoGame/DevilMayCry5''. While mostly done to emphasise specific moves, this is done excessively in [[https://www.youtube.com/watch?v=jHPAnj_Lcbo trailers with]] [[https://www.youtube.com/watch?v=zT0I9-2_pfg Dante,]] where game's story mode. The diorama at the trailer constantly slows down after almost every shot to center of the point that it almost becomes meaningless. Noticeably, this isn't that case when demonstrating arena is actually the city's founders, who hit each other characters, meaning this was likely so hard they're still in order hitstop.
* Happens in ''VideoGame/SonicAdventure2'' when [[CutscenePowerToTheMax Sonic defeats the Egg Golem]], but only when seen from the Dark Story perspective.
* Present in both Capcom's ''Franchise/StreetFighter'' and ''VideoGame/MarvelVsCapcom'' games. In regards tokeep ''Street Fighter'', there are methods to create more hitstop than normal that vary from game to game, such as fully-charged Focus Attacks in ''VideoGame/StreetFighterIV'' or scoring a counter hit with a hard-strength attack in ''VideoGame/StreetFighterAlpha 3'' (which would be later revisited with the slower, droning pace of his theme, which lacks the high energy of every other theme Crush Counters in the series such as [[https://www.youtube.com/watch?v=-WpnPSChVRQ Devil Trigger]], [[https://www.youtube.com/watch?v=9v-9BBiC0VU Taste the Blood,]] [[https://www.youtube.com/watch?v=EH4qnO6k6Qk Lock and]] [[https://www.youtube.com/watch?v=84jrCjX022Y Load,]] and [[https://www.youtube.com/watch?v=zdJwxGJ5GEg Devils Never Cry]].
** Hit Stop is also utilized ingame during each step of Balrog's "Real Impact" move, freezing both Dante and the enemy being hit very briefly for every time the uppercut lands.''VideoGame/StreetFighterV'').
* During the final fight of ''VideoGame/MetalGearSolid4'', some of Snake and Ocelot's blows are slowed down in this way, showing the sheer force behind them and showing them both pushing through anyways. Even a CrossCounter gets this treatment.
* ''VideoGame/MetroidSamusReturns'' uses an effect like this to indicate when you have successfully used the Melee Counter against an enemy.
* ''VideoGame/MortalKombat9'': The X-Ray attacks cause this effect on the hit that actually does internal damage. ''VideoGame/MortalKombatX'' also has X-Ray attacks but the slowdown effect is not as prominent here.
* ''VideoGame/PizzaTower'': When dashing at high enough speeds, ramming through an enemy will freeze time for a frame or two as they're defeated. Mostly noticeable when many enemies are strung together. A more prominent example with a
*
* ''VideoGame/RivalsOfAether'' applies hitstop and a faint shockwave effect to particularly powerful attacks or on fighters with high damage.
* ''VideoGame/SlapCity'' makes it a plot point in the
* Happens in ''VideoGame/SonicAdventure2'' when [[CutscenePowerToTheMax Sonic defeats the Egg Golem]], but only when seen from the Dark Story perspective.
* Present in both Capcom's ''Franchise/StreetFighter'' and ''VideoGame/MarvelVsCapcom'' games. In regards to
** Hit Stop is also utilized ingame during each step of Balrog's "Real Impact" move, freezing both Dante and the enemy being hit very briefly for every time the uppercut lands.
* ''VideoGame/SuperSmashBros'':
** It notably applies hitstop to the person(s) taking damage[[note]]or the person(s) blocking the attack[[/note]] and the person dealing the damage, but everything else continues moving. This includes the background, nearby items and hazards, particle effects (including particle effects of the attacker's attack), and [[OhCrap nearby players who didn't take any damage]].
** ''VideoGame/SuperSmashBrosUltimate'' adds this effect to any particularly powerful attack in 1v1 matches, such as the [[MemeticMutation Falcon Punch]].
** Kazyua from ''VideoGame/{{Tekken}}'', in his GuestFighter appearance in ''VideoGame/SuperSmashBrosUltimate'', was given no hitstop on his attacks to preserve the "feel" of his home game.
** It notably applies hitstop to the person(s) taking damage[[note]]or the person(s) blocking the attack[[/note]] and the person dealing the damage, but everything else continues moving. This includes the background, nearby items and hazards, particle effects (including particle effects of the attacker's attack), and [[OhCrap nearby players who didn't take any damage]].
** ''VideoGame/SuperSmashBrosUltimate'' adds this effect to any particularly powerful attack in 1v1 matches, such as the [[MemeticMutation Falcon Punch]].
** Kazyua from ''VideoGame/{{Tekken}}'', in his GuestFighter appearance in ''VideoGame/SuperSmashBrosUltimate'', was given no hitstop on his attacks to preserve the "feel" of his home game.
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* A particularly glorious one occurs in ''VideoGame/Yakuza0'', where Kiryu unloads a rather crunchy MegatonPunch on Lieutenant Kuze after [[spoiler: finding Tachibana tortured to death]].
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* A particularly glorious The final hit of a round in ''VideoGame/{{Tekken}} 7'' will slow down the action and zoom in the camera. If two players are closing in at the same moment and at least one occurs in ''VideoGame/Yakuza0'', where Kiryu unloads a rather crunchy MegatonPunch on Lieutenant Kuze after [[spoiler: finding Tachibana tortured to death]]. of their attacks could potentially end the round, it becomes an ImpendingClashShot instead.
* In ''VideoGame/UnderDefeat'', the game momentarily freezes when the player is killed.
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* ''VideoGame/DeathStranding'' will briefly slow down time whenever you land the incapacitating blow on a human enemy or boss. The one-on-one fight against Higgs uses this to even greater effect in the final phase, zooming in on his face whenever Sam lands a particularly strong haymaker.
* ''VideoGame/{{Rengoku}}'': In the second game depleting boss's health pauses the game and the camera shows the player then the boss before continuing.
* ''VideoGame/PizzaTower'': When dashing at high enough speeds, ramming through an enemy will freeze time for a frame or two as they're defeated. Mostly noticeable when many enemies are strung together. A more prominent example with a dramatic zoom occurs whenever a boss's health bar is depleted and they transition to the next phase.
* ''VideoGame/{{Rengoku}}'': In the second game depleting boss's health pauses the game and the camera shows the player then the boss before continuing.
* ''VideoGame/PizzaTower'': When dashing at high enough speeds, ramming through an enemy will freeze time for a frame or two as they're defeated. Mostly noticeable when many enemies are strung together. A more prominent example with a dramatic zoom occurs whenever a boss's health bar is depleted and they transition to the next phase.
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* ''VideoGame/DeathStranding'' will briefly slow down time whenever you land the incapacitating blow on a human enemy or boss. The one-on-one fight against Higgs uses this to even greater effect in the final phase, zooming in on his face whenever Sam lands a A particularly strong haymaker.
* ''VideoGame/{{Rengoku}}'': In the second game depleting boss's health pauses the game and the camera shows the player then the boss before continuing.
* ''VideoGame/PizzaTower'': When dashing at high enough speeds, ramming through an enemy will freeze time for a frame or two as they're defeated. Mostly noticeable when many enemies are strung together. A more prominent example with a dramatic zoomglorious one occurs whenever in ''VideoGame/Yakuza0'', where Kiryu unloads a boss's health bar is depleted and they transition rather crunchy MegatonPunch on Lieutenant Kuze after [[spoiler: finding Tachibana tortured to the next phase.death]].
* ''VideoGame/{{Rengoku}}'': In the second game depleting boss's health pauses the game and the camera shows the player then the boss before continuing.
* ''VideoGame/PizzaTower'': When dashing at high enough speeds, ramming through an enemy will freeze time for a frame or two as they're defeated. Mostly noticeable when many enemies are strung together. A more prominent example with a dramatic zoom
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* ''WebAnimation/SuperMarioBrosZ'' uses this. A lot.
%%* ''WebAnimation/SuperMarioBrosZ'' uses this. A lot.
* Used in the ''WesternAnimation/{{Futurama}}'' episode "Raging Bender" when Destructor delivers a devastating punch to Bender's face which dents in his head and knocks off his mouth piece and some teeth, in a shout-out to ''Film/RagingBull''.
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* Used in the ''WesternAnimation/{{Futurama}}'' episode "Raging Bender" when Destructor delivers a devastating punch to Bender's face which dents in his head and knocks off his mouth piece and some teeth, in a shout-out to ''Film/RagingBull''.
* ''WesternAnimation/TransformersPrime'' absolutely loved this. ''Loved it.'' In one instance, Arcee managed to land a normal-speed hit on Starscream ''during'' a hit-induced slow-motion shot.
* ''WesternAnimation/TransformersPrime'' absolutely loved this. ''Loved it.'' In one instance, Arcee managed to land a normal-speed hit on Starscream ''during'' a hit-induced slow-motion shot.
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* ''WesternAnimation/TransformersPrime'' absolutely loved this. ''Loved it.'' In one instance, Arcee managed to land a normal-speed hit on Starscream ''during'' a hit-induced slow-motion shot.
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Pizza Tower example
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* ''VideoGame/PizzaTower'': When dashing at high enough speeds, ramming through an enemy will freeze time for a frame or two as they're defeated. Mostly noticeable when many enemies are strung together. A more prominent example with a dramatic zoom occurs whenever a boss's health bar is depleted and they transition to the next phase.
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Update to some of the entries
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** Giorno Giovanna's Gold Experience is absolutely brutal. It may look like a simple punch, but in fact, it accelerates your perception of time, making you feel every aspect of that punch for what seems like hours. To put it lightly, it's like you've been hit by a truck, and only after that happens you realize all the pain and suffering you've been through. Ohh, and the catch? It heightens your senses, so it's going to hurt you, a lot.
** Dio's boxing punch on Jonathan during Part I. He tries again when they grow up, but it's no longer effective.
** Dio's boxing punch on Jonathan during Part I. He tries again when they grow up, but it's no longer effective.
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** Giorno Giovanna's Gold Experience is absolutely brutal. It may look like a simple punch at first, but with the Stand's ability to manipulate life energy, it becomes even worse. When a person is infused with life energy per punch, but in fact, it accelerates your causes their five senses to go into overdrive, essentially hyper-enhancing their perception of time, making you feel every aspect of time to the point that punch for what seems like hours. To put it lightly, it's like you've been hit by a truck, and only after that happens you realize all the pain and suffering you've been through. Ohh, and the catch? It heightens of getting your senses, so it's going nose broken or your jaw dislocated remains for minutes, even a few ''hours'' according to hurt you, a lot.
you. And when that first punch is the herald to RapidFireFisticuffs, as both Cioccolatta and Diavolo can attest, your rough ride is about to get ''unbearable''.
** Dio'sboxing punch on Jonathan during their boxing match in Part I.1. He tries again when they grow up, but it's no longer effective. Note, both incidents were before Dio became a Vampire and when his strength was not yet superhuman, but still correct for the average adult man in great health.
** Dio's
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Crosswicking
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* ''VideoGame/{{Rengoku}}'': In the second game depleting boss's health pauses the game and the camera shows the player then the boss before continuing.
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** ''Film/{{Justice|League 2017}} [[Film/ZackSnydersJusticeLeague League]]'' has Flash dodging a punch from an angry resurrected Superman that lands on the monument to the Battle of Metropolis, which gets appropriately shattered. {{Averted|Trope}} when Superman dodges a punch in the face from Steppenwolf thanks to his SuperReflexes (still in slow motion) in the final fight.
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** ''Film/{{Justice|League 2017}} [[Film/ZackSnydersJusticeLeague ''[[Film/ZackSnydersJusticeLeague Justice League]]'' has Flash dodging a punch from an angry resurrected Superman that lands on the monument to the Battle of Metropolis, which gets appropriately shattered. {{Averted|Trope}} when Superman dodges a punch in to the face from Steppenwolf thanks to his SuperReflexes (still in slow motion) in the final fight.
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* Most modern 2D {{fighting game}}s have this to varying degrees, with some attacks only dealing a few frames of hitstop to help people confirm combos, to special moves and super moves that have a lot of them, to help drive their impact home.
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* In [[VideoGame/DuskDiver Dusk Diver 2]], doing a Break Strike will cause the speed to slow down for a few seconds to give the move more impact. Simply beating the last enemy in the area will also do this.
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* In [[VideoGame/DuskDiver ''[[VideoGame/DuskDiver Dusk Diver 2]], 2]]'', doing a Break Strike will cause the speed to slow down for a few seconds to give the move more impact. Simply beating the last enemy in the area will also do this.
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* This trope is used twice in ''Machinima/GamingAllStars Remastered.'' The first instance occurs when [[VideoGame/BanjoKazooie Banjo]] lands a hit on [[VideoGame/SoulSeries Nightmare]]; the viewer witnesses time slowing down and both of their voices deepening for emphasis. This happens again later when [[spoiler: Giga Mac]] wallops Mewtwo, just before the impact of the punch sends it flying.
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* This trope is used twice in ''Machinima/GamingAllStars ''WebAnimation/GamingAllStars Remastered.'' The first instance occurs when [[VideoGame/BanjoKazooie Banjo]] lands a hit on [[VideoGame/SoulSeries Nightmare]]; the viewer witnesses time slowing down and both of their voices deepening for emphasis. This happens again later when [[spoiler: Giga Mac]] wallops Mewtwo, just before the impact of the punch sends it flying.
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* In [[VideoGame/DuskDiver Dusk Diver 2]], doing a Break Strike will cause the speed to slow down for a few seconds to give the move more impact. Simply beating the last enemy in the area will also do this.