Editing Hitlag
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*In ''[[Super Smash Bros.]]'', it is <code>⌊⌊⌊d/3 + 4⌋ * e⌋ * c⌋</code> in the Japanese version, and <code>⌊⌊⌊d/3 + 5⌋ * e⌋ * c⌋</code> in international versions. | *In ''[[Super Smash Bros.]]'', it is <code>⌊⌊⌊d/3 + 4⌋ * e⌋ * c⌋</code> in the Japanese version, and <code>⌊⌊⌊d/3 + 5⌋ * e⌋ * c⌋</code> in international versions. | ||
*In ''[[Super Smash Bros. Melee]]'', it is <code>⌊⌊⌊d/3 + 3⌋ * e⌋ * c⌋</code> | *In ''[[Super Smash Bros. Melee]]'', it is <code>⌊⌊⌊d/3 + 3⌋ * e⌋ * c⌋</code> | ||
*In ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'', it is <code>⌊⌊(d * 0.3846154<!--it is stored as a 0.3846154 multiplier in battle_object.bin; it does not divide by 2.6--> + 5) * h * e⌋ * c⌋</code>. | *In ''[[Super Smash Bros. Brawl]]'' and ''[[Super Smash Bros. 4]]'', it is <code>⌊⌊(d * 0.3846154<!--it is stored as a 0.3846154 multiplier in battle_object.bin; it does not divide by 2.6--> + 5) * h * e⌋ * c⌋</code>, where the last frame is interruptible.<!--See the Sm4sh calculator; the result is 1 frame less than what the formula gives--> | ||
*In ''[[Super Smash Bros. Ultimate]]'', it is <code>⌊⌊⌊(d * 0.65 + 6) * h * e * s⌋ * p⌋ * c⌋</code> | *In ''[[Super Smash Bros. Ultimate]]'', it is <code>⌊⌊⌊(d * 0.65 + 6) * h * e * s⌋ * p⌋ * c⌋</code> | ||
**When [[spirit]]s are enabled in the [[Rules]] and the above formula exceeds 15 frames (10 when crouch cancelling), it is <code>⌊⌊⌊⌊(d * 0.65 + 6) * h * e * s⌋ * 0.3 + 10.5⌋ * p⌋ * c⌋</code><ref group="note">This formula is used even if no spirits are used. In [[Training Mode]], after version {{SSBU|3.0.0}}, this formula is only applied when a spirit is used.</ref> | **When [[spirit]]s are enabled in the [[Rules]] and the above formula exceeds 15 frames (10 when crouch cancelling), it is <code>⌊⌊⌊⌊(d * 0.65 + 6) * h * e * s⌋ * 0.3 + 10.5⌋ * p⌋ * c⌋</code><ref group="note">This formula is used even if no spirits are used. In [[Training Mode]], after version {{SSBU|3.0.0}}, this formula is only applied when a spirit is used.</ref> |