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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.
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[[folder:Web Video]]
* Creator/MasahiroSakurai released a [[https://www.youtube.com/watch?v=OdVkEOzdCPw video on Hitstop]], especially recommending to insert hitstop whenever the player or the boss receives a killing blow.
[[/folder]]
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* ''VideoGame/{{Ultrakill}}'' is an example from first-person shooter genre that uses hit stops. These are most notable when performing actions that grand green style bonuses (such as parrying) but multiple tiny hitstops happen when hitting multiple enemies with a piercing shot.

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* ''VideoGame/{{Ultrakill}}'' is an a rare [[FirstPersonShooter FPS]] example from first-person shooter genre that uses hit stops. These are most notable when performing actions that grand grant green style bonuses (such as parrying) parrying), but multiple tiny hitstops hit stops happen when hitting multiple enemies with a piercing shot.
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* ''VideoGame/{{Ultrakill}}'' is an example from first-person shooter genre that uses hit stops. These are most notable when performing actions that grand green style bonuses (such as parrying) but multiple tiny hitstops happen when hitting multiple enemies with a piercing shot.
* ''VideoGame/{{Videoball}}'' is a sports game that utilizes hit stops. These happen when player gets hit by a triangle of any size. Or when a ball gets hit by a large triangle.
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Up To Eleven is a defunct trope


** 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, [[UpToEleven a lot]].

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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, [[UpToEleven a lot]].lot.
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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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** 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%.

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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%.



** 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.

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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'').
** * 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/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.

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** * ''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.



** In ''VideoGame/DragonBallXenoverse'', Goku's Super God Fist has this effect on anyone he hits with it, slowing down and zooming in to show the impact of the punch.
** ''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.

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** * In ''VideoGame/DragonBallXenoverse'', Goku's Super God Fist has this effect on anyone he hits with it, slowing down and zooming in to show the impact of the punch.
** * ''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.
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* ''VideoGame/TalesOfBerseria'' features this, which makes multi-hit combos feel satisfying but is also a bane to {{speedrun}}ning: when the game was [[https://www.youtube.com/watch?v=UUZWWDAhQs0 featured]] at WebVideo/GamesDoneQuick, the runner would save some frames by swapping ''away'' from {{protagonist}} Velvet whenever she was using the particularly-hit-intensive "Discord" FinishingMove. (This sounds nitpicky until you realize that the run's strategy involves spamming this move.)
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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.
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* ''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[[/spoiler]] where the camera focuses on their teeth being punched out of their face.

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* ''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[[/spoiler]] Baron]] where the camera focuses on their teeth being punched out of their face.
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* 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.
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* ''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[[/spoiler]] where the camera focuses on their teeth being punched out of their face.
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** ''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.
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** ''Film/{{Justice League|2017}}'' 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/{{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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Added an example from the G Mod series Gaming All Stars to the Web Animation folder

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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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* 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.
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** Hit Stop is also utilized ingame during each step of Balrog's "Real Impact" move.

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** Hit Stop is also utilized ingame during each step of Balrog's "Real Impact" move.move, freezing both Dante and the enemy being hit very briefly for every time the uppercut lands.
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** Hit Stop is also utilized ingame during each step of Balrog's "Real Impact" move.
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*** ''VideoGame/SuperSmashBrosUltimate'' adds this effect to any particularly powerful attack in 1v1 matches, such as the [[Main/MemeticMutation Falcon Punch]].

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*** ''VideoGame/SuperSmashBrosUltimate'' adds this effect to any particularly powerful attack in 1v1 matches, such as the [[Main/MemeticMutation [[MemeticMutation Falcon Punch]].



* 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 Main/CrossCounter gets this treatment.

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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 Main/CrossCounter CrossCounter gets this treatment.
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* ''Disney/{{Zootopia}}'': During Judy's training at the Police Academy, the scene where she dropkicks a rhino's fist into his own face is shown in slow-motion, with drool and teeth protector comically flying.

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* ''Disney/{{Zootopia}}'': ''WesternAnimation/{{Zootopia}}'': During Judy's training at the Police Academy, the scene where she dropkicks a rhino's fist into his own face is shown in slow-motion, with drool and teeth protector comically flying.
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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.
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* Any successful hit landed in VATS in the (post-[[Creator/InterplayEntertainment Interplay]]) ''VideoGame/{{Fallout}}'' series employs this, often with a healthy dose of LudicrousGibs.

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** ''Film/SuckerPunch'' uses this extensively during [[TheOner the single-take fight scene]] on the train in the third fantasy sequence.



** ''Film/{{Snatch}}'' uses two during the film's final boxing bout: 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.

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** ''Film/{{Snatch}}'' uses two during the film's final boxing bout: 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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* ''[[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.



* ''Series/{{Jackass}}'' had many skits involving this, usually featuring a cast member being hit with a heavy object at high speed.

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* 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.


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* Creator/GuyRitchie is also a bit of a fan:
** ''Film/{{Snatch}}'' uses two during the film's final boxing bout: 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.


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* ''Series/{{Jackass}}'' had many skits involving this, usually featuring a cast member being hit with a heavy object at high speed.
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* 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]].

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* Employed in the trailers for 'VideoGame/DevilMayCry5'.''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]].
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* 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]].

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** ''Film/{{Justice League|2017}}'' 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.



** ''Film/{{Justice League|2017}}'' 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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** {{Averted|Trope}} in ''Film/{{Justice League|2017}}'', where Superman dodges a punch in the face from Steppenwolf thanks to his SuperReflexes (still in slow motion).

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** {{Averted|Trope}} in ''Film/{{Justice League|2017}}'', where League|2017}}'' 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).motion) in the final fight.

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** ''Film/ThreeHundred'' made extensive use during fight scenes.

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** ''Film/ThreeHundred'' made extensive use of it during fight scenes.


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** {{Averted|Trope}} in ''Film/{{Justice League|2017}}'', where Superman dodges a punch in the face from Steppenwolf thanks to his SuperReflexes (still in slow motion).

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