Editing Frame speed multiplier
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*In ''[[Super Smash Bros. Brawl]]'', a frame speed multiplier of 0.5 means the attack progresses at half speed (straight multiplication) | *In ''[[Super Smash Bros. Brawl]]'', a frame speed multiplier of 0.5 means the attack progresses at half speed (straight multiplication) | ||
*From ''[[Super Smash Bros. 4]]'' onward, a frame speed multiplier of 0.5 means each frame now takes 0.5 frames, and so the attack moves at double speed (reciprocal multiplication). | *From ''[[Super Smash Bros. 4]]'' onward, a frame speed multiplier of 0.5 means each frame now takes 0.5 frames, and so the attack moves at double speed (reciprocal multiplication). | ||
*Earlier games in the series do not have the ability to modify only part of an action's speed in code, though they may apply internal multipliers to an animation's overall speed. In these games, frame speed multipliers work the same as in ''Brawl'', using straight multiplication. | *Earlier games in the series do not have the ability to modify only part of an action's speed in code, though they may apply internal multipliers to an animation's overall speed. In these games, frame speed multipliers work the same as in ''Brawl'', using straight multiplication. | ||
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*Moves with execution speed based on some input or changing property (such as [[Mach Tornado]] and [[Rollout]]) use a frame speed multiplier to match their appearance to their movement. | *Moves with execution speed based on some input or changing property (such as [[Mach Tornado]] and [[Rollout]]) use a frame speed multiplier to match their appearance to their movement. | ||
*Custom moves that are faster or slower than the regular variant almost always use frame speed multipliers, so they can reuse the same animations. | *Custom moves that are faster or slower than the regular variant almost always use frame speed multipliers, so they can reuse the same animations. | ||
*Starting from ''Smash 4'', moves that are changed in updates to gameplay tend to use frame speed multipliers to alter their timing, as it is much more efficient than the memory space | *Starting from ''Smash 4'', moves that are changed in updates to gameplay tend to use frame speed multipliers to alter their timing, as it is much more efficient than the memory space needed to replace the entire animation. This is also used with animations carried over from previous games for the same purpose/reasons. | ||
*[[Ore Club]]s uses a frame speed multiplier on all swings. | *[[Ore Club]]s uses a frame speed multiplier on all swings. | ||
*[[Boss]]es use a similar system to alter the speed of their attacks based on the set difficulty. | *[[Boss]]es use a similar system to alter the speed of their attacks based on the set difficulty. | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] |