[dismiss]
Welcome to SmashWiki! Log in or create an account and join the community, and don't forget to read this first! |
Notices |
---|
The Skill parameter has been removed from Smasher infoboxes, and in its place are the new "Best historical ranking" and "Best tournament result" parameters. SmashWiki needs help adding these new parameters to Smasher infoboxes, refer to the guidelines here for what should be included in these new parameters. |
When adding results to Smasher pages, include each tournament's entrant number in addition to the player's placement, and use the {{Trn}} template with the matching game specified. Please also fix old results on Smasher pages that do not abide to this standard. Refer to our Smasher article guidelines to see how results tables should be formatted. |
Check out our project page for ongoing projects that SmashWiki needs help with. |
Editing Ceiling glitch
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
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 7: | Line 7: | ||
==Explanation== | ==Explanation== | ||
When a grounded | When a grounded attack hits a character's [[shield]], the character takes a small amount of knockback (also known as [http://smashboards.com/threads/physics-input-etc-display-in-develop-mode.391956/ attacker shield knockback velocity]), applying space between them and the shielding character. On the ground, this knockback is negated quickly due to [[traction]]. However, [[air friction]] is applied incorrectly to that knockback. While a character in the air has attacker shield knockback speed, a constant amount of that speed is decreased each frame. If the remaining speed is less than the amount of reduction per frame, then the speed supposedly resets to 0 instead. However, due to an error in the game's code, the vertical component of the character's normal knockback speed is set to 0 instead, while that of attacker shield knockback velocity is unchanged. As a result, if a character hits a shield and is knocked back before the attacker shield knockback has depleted, the ceiling glitch activates, and the character's vertical knockback speed is negated on the frame the attacker shield knockback should run out. | ||
Notably, {{SSBM|Luigi}}'s extremely low traction allows him to easily perform the glitch without needing much precision from the opponent: if his attack deals enough damage, he can jump before he stops sliding after hitting the shield. Concurrently, Luigi is the easiest character for opponents to inflict the glitch on, though it depends on whether they can reach him. | Notably, {{SSBM|Luigi}}'s extremely low traction allows him to easily perform the glitch without needing much precision from the opponent: if his attack deals enough damage, he can jump before he stops sliding after hitting the shield. Concurrently, Luigi is the easiest character for opponents to inflict the glitch on, though it depends on whether they can reach him. |