12 HP · effect
Makes anything hit like a heavy punch. Each trigger at HIT stops the sound dead for a few frames and shakes it, then jumps back to where it would have been, so the groove stays on the clock.
Turn a knob: drag it, roll the wheel over it or use the arrow keys; a double click puts it back. There's no button: HIT is a jack, played here by the rack.
example patches
The spark, the readout and the sound here are HITSTOP's engine as it's designed, running in your browser: every freeze, every combo. The drums, the bass and the lead are a stand-in for the rest of a rack.
It's the way a hit lands in a fighting game: for a few frames, everything stops. Put a mix through it and send HIT a trigger. The hit's first few milliseconds play, then the sound holds that instant still while the input runs on underneath. When the freeze is over it crossfades straight back to the input, wherever the sound has got to, so nothing is ever late.
Hits close together chain into a combo, and each one after the first lands a little softer, a frame shorter and shaking less, as a long combo should. A hit that lands while the last is still frozen is a counter-hit: it catches the new instant and holds it half as long again, and the spark burns brighter.
Twelve HP, every part on the line's staggered grid and mirrored about the middle. The art is a burst of sparks, and the spark under the name sits at its heart: the panel's one light, lit for as long as each freeze holds and brighter on a counter-hit.