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The formulas are used to calculate the initial amount of pushback, which is then decayed every frame by the character's [[traction]] value. From ''Brawl'' onward, attacker traction is multiplied by 1.1× until the pushback ends. | The formulas are used to calculate the initial amount of pushback, which is then decayed every frame by the character's [[traction]] value. From ''Brawl'' onward, attacker traction is multiplied by 1.1× until the pushback ends. | ||
Worth noting is that while the defender's shield pushback has a cap in all games, the attacker's does not. As a result, if an attack that deals extremely high damage is shielded, the attacker can be pushed back with enough strength to be forced off the stage and get KO'd; the [[Kamikaze glitch]] is an example of such a scenario | Worth noting is that while the defender's shield pushback has a cap in all games, the attacker's does not. As a result, if an attack that deals extremely high damage is shielded, the attacker can be pushed back with enough strength to be forced off the stage and get KO'd; the [[Kamikaze glitch]] is an example of such a scenario. In ''Melee'', attacker shield pushback can also cause the [[ceiling glitch]]. | ||
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