Editing Knockback
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===''Brawl'' onward=== | ===''Brawl'' onward=== | ||
[[File:KnockbackStacking.png|thumb|300px|An infographic showing how knockback stacking behaves for Robin's Arcthunder and down aerial combo.]] | [[File:KnockbackStacking.png|thumb|right|300px|An infographic showing how knockback stacking behaves for Robin's Arcthunder and down aerial combo.]] | ||
From ''Brawl'' onward, knockback stacking behaves much differently, and its effects have been generally minimized. It now only occurs if both hits come from different sources, and if the second hit's resulting launch speed is lower than 0.8× of the first hit's launch speed at the time the second hit connects. Additionally, the first hit's launch speed and hitstun are retained throughout, instead of being merged and using the second hit's (respectively), and the resulting angle cannot be DIed<!--confirmed for Smash 4 and Ultimate; not sure about Brawl-->. Furthermore, if the first hit's launch speed at the time the second hit connects is 2.65× of the second hit's or higher, the second hit's knockback is ignored, though it still applies [[hitlag]]. In any other case, the second hit fully overrides the first. | From ''Brawl'' onward, knockback stacking behaves much differently, and its effects have been generally minimized. It now only occurs if both hits come from different sources, and if the second hit's resulting launch speed is lower than 0.8× of the first hit's launch speed at the time the second hit connects. Additionally, the first hit's launch speed and hitstun are retained throughout, instead of being merged and using the second hit's (respectively), and the resulting angle cannot be DIed<!--confirmed for Smash 4 and Ultimate; not sure about Brawl-->. Furthermore, if the first hit's launch speed at the time the second hit connects is 2.65× of the second hit's or higher, the second hit's knockback is ignored, though it still applies [[hitlag]]. In any other case, the second hit fully overrides the first. | ||