Hitstun

Hitstun is the period of time where after being hit by an attack a character is unable to act outside of directional influence or teching. It scales with damage, although starting values can vary. It begins right after hitlag ends.

Hitstun is an essential component of combos, as the basis of a combo is to have enemies not being able to interrupt or prevent the player's combo from happening.

Hitstun formula
Hitstun frames:

electric = 1.5 for electric moves, 1.0 otherwise

cancelled = 2/3 if opponent is hit during mid-charge, 1.0 otherwise

attack damage = amount of damage dealt after charge is applied

ceil(c_cancelled _val * floor((electric * floor((attackDamage / 3) + 3)))); (Note that hitstun may be set to a constant value).