Editing Windbox

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{{ArticleIcons|ssbb=y|ssb4=y|ssbu=y|unofficial=y}}
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''This page refers to the term used for hitboxes with pushing or pulling effects. For wind as used by stages, see [[Wind]]. For other uses of the term "wind", see [[Wind (disambiguation)]].''
''This page refers to the term used for hitboxes with pushing or pulling effects. For wind as used by stages, see [[Wind]]. For other uses of the term "wind", see [[Wind (disambiguation)]].''
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'''Pushing'''  refers to the windbox property being used by attacks, such as the [[Water Gun]] and [[F.L.U.D.D.]] to push opponents away from the attacker. Most push attacks work on both airborne and standing opponents, while characters hanging from a ledge are not affected. Since it is a form of knockback, its effect stacks with all other forms of movement (e.g fall speed or running), and cannot be directly opposed, instead decaying over time. As such, these moves can be very effective for keeping opponents away from an attacker or pushing them away from the stage.
'''Pushing'''  refers to the windbox property being used by attacks, such as the [[Water Gun]] and [[F.L.U.D.D.]] to push opponents away from the attacker. Most push attacks work on both airborne and standing opponents, while characters hanging from a ledge are not affected. Since it is a form of knockback, its effect stacks with all other forms of movement (e.g fall speed or running), and cannot be directly opposed, instead decaying over time. As such, these moves can be very effective for keeping opponents away from an attacker or pushing them away from the stage.


From a physics standpoint, pushing is simply [[knockback]] without [[flinch]]ing. Because of this, it can KO characters and its overall effectiveness is affected by [[launch rate]]s. Mr. Game & Watch's up air windbox with a launch rate of 2.0 will likely KO characters over the upper blast line. Additionally, since windbox velocity stacks with jumps, jumping while knockback from a windbox is active can cause the character to shoot upwards, potentially even leading to KOs off the upper blast zone which otherwise would not have occurred.
From a physics standpoint, pushing is simply [[knockback]] without [[flinch|flinching]]. Because of this, it can KO characters and its overall effectiveness is affected by [[launch rate]]s. Mr. Game & Watch's up air windbox with a launch rate of 2.0 will likely KO characters over the upper blast line. Additionally, since windbox velocity stacks with jumps, jumping while knockback from a windbox is active can cause the character to shoot upwards, potentially even leading to KOs off the upper blast zone which otherwise would not have occurred.


Pushing attacks that do not deal damage are ineffective against [[shield]]ing opponents.
Pushing attacks that do not deal damage are ineffective against [[shield]]ing opponents.
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[[Category:Game physics]]
[[Category:Game physics]]

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