Editing Knockback
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In ''Ultimate'', when a move is expected to end the match (that is, when all remaining opponents are on their last stock and hits the last character not already in lethal knockback or a [[Star KO]]), this effect is accompanied by a dramatic slowdown alongside a red background and a unique, much more intense sound effect, with the camera zooming in on the character. This is referred to as '''[[Finish Zoom]]''' by [[Masahiro Sakurai]] and his development team. | In ''Ultimate'', when a move is expected to end the match (that is, when all remaining opponents are on their last stock and hits the last character not already in lethal knockback or a [[Star KO]]), this effect is accompanied by a dramatic slowdown alongside a red background and a unique, much more intense sound effect, with the camera zooming in on the character. This is referred to as '''[[Finish Zoom]]''' by [[Masahiro Sakurai]] and his development team. | ||
==[[Launch rate]]== | |||
Launch rate, also known as '''Damage %''' in ''[[Super Smash Bros.]]'' and '''Damage Ratio''' in ''[[Super Smash Bros. Melee]]'' and ''[[Super Smash Bros. Brawl]]'', is a feature in all ''{{b|Super Smash Bros.|series}}'' games that alters how much [[knockback]] is given and received (despite the name in ''Melee'' and ''Brawl'', [[damage]] is unaffected). | |||
All knockback in a match is multiplied by the launch rate value, which by default is 1.0×. With the setting, this can be set from as low as 0.5× ([[attack]]s have half knockback) to as high as 2.0× (attacks have double knockback). The minimal launch rate is ideal for [[combos]], while the maximum launch rate is ideal for [[KO]]ing opponents at extremely low [[percentage]]s. However, the latter also affected attacks with [[set knockback]] up until ''Smash 4'' and ''Ultimate'', causing multihit attacks to not always combo into each other. | |||
===In Competitive Play=== | |||
There has been some discussion among ''Brawl''{{'}}s competitive community as to whether using a launch rate value other than the default 1.0 results in a more healthy metagame; 1.1× is a commonly-mentioned value claimed to make many polarizing attack chains (such as using Sheik's forward tilt into itself endlessly) less viable while also shortening the length of stocks. The idea has never attained serious consideration among tournament organizers. | |||
In tournament play, nonstandard launch rates are difficult to detect during games, which has led to some tournament matches unintentionally having been played at an incorrect launch rate. A notable example of this was a set between {{s|smasher|Armada}} and {{s|smasher|SilentSpectre}} at {{s|tournament|Pound 4}} in 2010 that was played at 0.9×; this remained undiscovered for nine years. | |||
Some of the more recent, infamous examples are the games between {{s|smasher|komorikiri}} and {{s|smasher|CaptainZack}}, and {{s|smasher|ZeRo}} and {{s|smasher|Dabuz}} at {{s|tournament|GENESIS 4}}. Both were being played at a setting of 0.9×. The latter gained notoriety, and soon became an inside joke in the community. | |||
==Other physics of knockback== | ==Other physics of knockback== |