Hit-stop briefly freezes animation and physics updates — usually 30–120ms — the instant a hit connects. It doesn't read as a pause to the eye; it reads as weight, the same intuition as watching two heavy objects lock together for a split second on impact in real life.
Duration scales with the size of the hit: a weak jab gets 30–50ms, barely perceptible, while a finisher or a crit stretches past 100ms so it unmistakably registers. Chaining a screen shake or hit-effect right as the freeze releases builds a stop-then-burst rhythm that reads as real impact.
Freeze too long and the game starts to feel like it's actually stalled, hurting perceived input responsiveness. Buffering player input during the freeze — queuing it and applying the moment the freeze lifts — is the standard fix.
When to use
Action games with instantaneous collisions — melee hits, kills, finisher connects. Not for non-combat screens like dialogue or menus.