Editing Hitlag

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 30: Line 30:
*'''s''', shielding; 0.67×
*'''s''', shielding; 0.67×
**Hitlag multipliers less than 1× are ignored if shielding. This is especially noticeable for moves such as {{SSBU|Cloud}}'s [[Limit Break|Limit]] [[Cross Slash]], which normally uses a hitlag multiplier of 0.3× for its linking hits; the move's hits transition considerably slower if it hits a shield. However, the electric effect's multiplier is still taken into account, which effectively raises the final multiplier to 1.005×, causing projectiles such as [[Thunder Jolt]] to be safer on shield than usual.
**Hitlag multipliers less than 1× are ignored if shielding. This is especially noticeable for moves such as {{SSBU|Cloud}}'s [[Limit Break|Limit]] [[Cross Slash]], which normally uses a hitlag multiplier of 0.3× for its linking hits; the move's hits transition considerably slower if it hits a shield. However, the electric effect's multiplier is still taken into account, which effectively raises the final multiplier to 1.005×, causing projectiles such as [[Thunder Jolt]] to be safer on shield than usual.
*'''p''', based on player count; values are listed in the table below. The exact value is based on the prior hitlag frames, scaling from almost no change below 10 frames to the listed values at 30 frames. The formula for scaling is a second-degree polynomial (following the form ax<sup>2</sup>+bx+c), but the exact formula is currently unknown.
*'''p''', based on player count; values are listed in the table below. The exact value is based on the prior hitlag frames, scaling from almost no change below 10 frames to the listed values at 30 frames. The formula for scaling is currently unknown.
**Does not affect fighters hit with projectiles.
**Does not affect fighters hit with projectiles.
**Based on the number of players at the start of the match.  
**Based on the number of players at the start of the match.  

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Templates used on this page: