Editing Knockback

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To determine how far a character is launched away, the numerical amount of knockback caused is multiplied by 0.03 to calculate '''launch speed''', and the initial value of launch speed then decays by 0.051 every [[frame]], so that the character eventually loses all momentum from the knockback. During this time, character-specific attributes such as [[air friction]] are disabled; however, [[falling speed]] still takes effect, giving fast fallers better endurance against vertical knockback than others of their weight.
To determine how far a character is launched away, the numerical amount of knockback caused is multiplied by 0.03 to calculate '''launch speed''', and the initial value of launch speed then decays by 0.051 every [[frame]], so that the character eventually loses all momentum from the knockback. During this time, character-specific attributes such as [[air friction]] are disabled; however, [[falling speed]] still takes effect, giving fast fallers better endurance against vertical knockback than others of their weight.
==Deadly Blow==
[[File:DeadlyBlow.jpg|270px|thumb|The vibrant "Deadly Blow" effect will appear if an attack does enough knockback to KO the victim.]]
Deadly Blow is an aesthetic effect in ''Smash 4'' and ''Ultimate''. Attacks dealing strong enough knockback to KO opponents before they can act afterwards produce a red-and-black lightning effect on contact. This effect tends to appear slightly after the actual damage percentage at which an attack can start KOing. For example, {{SSB4|Jigglypuff}}'s [[Rest]] can KO Mario on the 3DS version's {{SSB4|Final Destination}} with no DI starting at 60%, but the effect doesn't appear until 62%.
This effect works depending on the distance required to KO the character rather than the actual strength of the knockback; for example, a forward or back throw towards a walk-off [[blast line]] will trigger the effect if the throw effectively KOs, even at low damage percentages where it would be otherwise very weak, while strong attacks launching foes from one side of the stage to the other will not display the effect if they don't KO, even if the knockback is strong enough to do so otherwise. Attacks that [[freezing|freeze]] do not produce this effect at any percentage, instead simply causing the screen to flash white. Meteor smashes also do not produce the effect until higher percentages.
The Deadly Blow activating does not necessarily guarantee a KO. The game does not consider stage walls, ceilings, or other obstacles that can otherwise change the trajectory of knockback (thereby preventing or causing a KO) when determining whether the lightning appears. [[Directional Influence|DI]] Is also not taken into account, meaning players can still save themselves after the effect is displayed if the attack can just barely KO them.
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.


==Other physics of knockback==
==Other physics of knockback==
{{technical data|Knockback reduction from bounce off a surface in ''SSB''}}
{{technical data|Knockback reduction from bounce off a surface in ''SSB''}}
[[File:DeadlyBlow.jpg|270px|thumb|The vibrant "Deadly Blow" effect will appear if an attack does enough knockback to KO the victim.]]
*Bouncing off a surface reduces knockback [http://smashboards.com/threads/detailed-throws-techs-and-getups-frame-data.206469/page-2#post-5956687 by 20%] in ''Melee'' and [http://kuroganehammer.com/Smash4/Formulas ''Smash 4''] and 15% in ''Brawl'' and 5% in ''Ultimate''. Landing a [[meteor smash]] or [[spike]] on a grounded opponent counts as a bounce, if enough knockback was dealt. Because the bounce occurs after the hit, the amount of [[hitstun]] suffered is not reduced a corresponding amount, meaning that downwards-hitting attacks tend to be excellent combo starters.
*Bouncing off a surface reduces knockback [http://smashboards.com/threads/detailed-throws-techs-and-getups-frame-data.206469/page-2#post-5956687 by 20%] in ''Melee'' and [http://kuroganehammer.com/Smash4/Formulas ''Smash 4''] and 15% in ''Brawl'' and 5% in ''Ultimate''. Landing a [[meteor smash]] or [[spike]] on a grounded opponent counts as a bounce, if enough knockback was dealt. Because the bounce occurs after the hit, the amount of [[hitstun]] suffered is not reduced a corresponding amount, meaning that downwards-hitting attacks tend to be excellent combo starters.
**In ''Melee'', bouncing off a floor from spike only reduces vertical component of knockback velocity by 20%. Meanwhile, bouncing off walls and ceilings reduces total velocity by 20%.
**In ''Melee'', bouncing off a floor from spike only reduces vertical component of knockback velocity by 20%. Meanwhile, bouncing off walls and ceilings reduces total velocity by 20%.
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*In ''Smash 4'' and ''Ultimate'', characters at higher percentages deal slightly more knockback, a factor popularly known as "[[rage]]".<ref>[http://smashboards.com/threads/new-mechanic-the-rage-effect.368987/ The "Rage Effect"]</ref> In ''Smash 4'', rage starts building up at 35% damage and caps at 150%, at which the character deals 15% more knockback than normal, or 10% more in ''Ultimate''.
*In ''Smash 4'' and ''Ultimate'', characters at higher percentages deal slightly more knockback, a factor popularly known as "[[rage]]".<ref>[http://smashboards.com/threads/new-mechanic-the-rage-effect.368987/ The "Rage Effect"]</ref> In ''Smash 4'', rage starts building up at 35% damage and caps at 150%, at which the character deals 15% more knockback than normal, or 10% more in ''Ultimate''.
*Characters in the background plane of [[Jungle Hijinxs]] take more knockback.
*Characters in the background plane of [[Jungle Hijinxs]] take more knockback.
*In ''Smash 4'' and ''Ultimate'', attacks dealing strong enough knockback to KO opponents before they can act afterwards produce a red-and-black lightning effect on contact, known as a '''Deadly Blow'''. This effect works depending on the distance required to KO the character rather than the actual strength of the knockback; for example, a forward or back throw towards a walk-off [[blast line]] will trigger the effect if the throw effectively KOs, even at low damage percentages where it would be otherwise very weak, while strong attacks launching foes from one side of the stage to the other will not display the effect if they don't KO, even if the knockback is strong enough to do so otherwise. Additionally, [[Directional Influence|DI]] can still save the victim after the effect is displayed if the attack can just barely KO them.
**Attacks that [[freezing|freeze]] do not produce this effect at any percentage, instead simply causing the screen to flash white. Meteor smashes also do not produce the effect until higher percentages.
**In addition, the game does not consider stage walls, ceilings, or obstacles that can otherwise change the trajectory of knockback (thereby preventing or causing a KO) when determining whether the lightning appears.
**The Deadly Blow effect also tends to appear slightly after the actual damage percentage at which an attack can start KOing. For example, {{SSB4|Jigglypuff}}'s [[Rest]] can KO Mario on the 3DS version's {{SSB4|Final Destination}} with no DI starting at 60%, but the effect doesn't appear until 62%.
**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 ''Smash 4'', [[launch speed influence]] can increase launch speed to a maximum of x1.095 by holding up on the [[control stick]], or decrease it to a minimum of x0.92 by holding down. From update [[1.0.4]] onward, this does not apply if the target is launched at an angle between 65° and 115°, or between 245° and 295°.
*In ''Smash 4'', [[launch speed influence]] can increase launch speed to a maximum of x1.095 by holding up on the [[control stick]], or decrease it to a minimum of x0.92 by holding down. From update [[1.0.4]] onward, this does not apply if the target is launched at an angle between 65° and 115°, or between 245° and 295°.
*In ''Smash 4'', [[buried]] characters take 30% less knockback from attacks, provided these are strong enough to hit them out of said state.
*In ''Smash 4'', [[buried]] characters take 30% less knockback from attacks, provided these are strong enough to hit them out of said state.

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