Editing Knockback

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===Angle indicator===
===Angle indicator===
Visual effects known as '''angle indicators''' show when a hitbox collides with an opponent; as its name suggests, the angle indicator shows the angle of said hitboxes. In ''Brawl'', angle indicators show different colors depending on who or what they hit. For player one, the angle indicator is red, with the second player's indicator being blue, and so forth. Computer-controlled opponents and objects like [[Sandbag]] have white angle indicators. Angle indicators appear in ''Super Smash Bros.'' as small "bubbles" appearing in the direction of the angle. In ''Smash 4'', angle indicators appear as colorful, stylized "debris" flying off of an impact.
Appearing [[Super Smash Bros.|in]] [[Super Smash Bros. Melee|all]] [[Super Smash Bros. Brawl|games]] [[Super Smash Bros. 4|to]] [[Super Smash Bros. Ultimate|date]], visual effects known as '''angle indicators''' show when a hitbox collides with an opponent; as its name suggests, the angle indicator shows the angle of said hitboxes. In ''Brawl'', angle indicators show different colors depending on who or what they hit. For player one, the angle indicator is red, with the second player's indicator being blue, and so forth. Computer-controlled opponents and objects like [[Sandbag]] have white angle indicators. Angle indicators appear in ''Super Smash Bros.'' as small "bubbles" appearing in the direction of the angle. In ''Smash 4'', angle indicators appear as colorful, stylized "debris" flying off of an impact.


Smoke trails also indicate the angle at which a character is knocked away, but only appear when a character has taken a lot of damage, and are thus much less useful. In ''Smash 4'', said smoke trails at higher knockback values are accompanied by thick light trails, colored depending on the player that dealt the knockback.
Smoke trails also indicate the angle at which a character is knocked away, but only appear when a character has taken a lot of damage, and are thus much less useful. In ''Smash 4'', said smoke trails at higher knockback values are accompanied by thick light trails, colored depending on the player that dealt the knockback.
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==Set knockback==
==Set knockback==
{{incomplete|Need rest of values for SSBU}}
{{incomplete|Need rest of values for SSBU}}
'''Set knockback''', also referred to as '''fixed knockback''', is a property of some attacks where the amount of knockback dealt by the attack is always the same regardless of the damage the opponent has received so far, [[stale-move negation]], or how much damage the attack does. Moves with this property can be thought of as only having base knockback with no scaling, though this is actually not the case. Usually, set knockback is used for the first hits of a [[natural combo]] or multi-hit move, while the last hit deals normal knockback (sometimes called "scaling knockback" to contrast), to make it easier for the entire attack to hit regardless of the opponent's damage. While damage is not a factor for set knockback, the character's [[weight]] still is, so the terms '''weight-dependent set knockback''' or '''weight based knockback''' are sometimes used. Starting in ''Brawl'', the effect of Damage Ratios (Launch Rates) for fixed knockback was drastically reduced, to the point where the in game Damage Ratio setting would have only a small effect on their knockback. Additionally, Shulk's Smash [[Monado Art]] is ignored entirely in ''Smash 4''. However, other modifiers on knockback, such as rage, crouch cancelling, or smash attack charging bonus are still calculated normally, which in the case of rage can lead to unintended early KO setups in normal gameplay. In ''Ultimate'', the effect of both types of knockback modifiers on set knockback was removed altogether, so set knockback is much harder to modify.
'''Set knockback''', also referred to as '''fixed knockback''', is a property of some attacks where the amount of knockback dealt by the attack is always the same regardless of the damage the opponent has received so far, [[stale-move negation]], or how much damage the attack does. Moves with this property can be thought of as those having a knockback scaling factor of 0, though this is actually not the case. Usually, set knockback is used for the first hits of a [[natural combo]] or multi-hit move, while the last hit deals normal knockback (sometimes called "scaling knockback" to contrast), to make it easier for the entire attack to hit regardless of the opponent's damage. While damage is not a factor for set knockback, the character's [[weight]] still is, so the terms '''weight-dependent set knockback''' or '''weight based knockback''' are sometimes used. Starting in ''Brawl'', the effect of Damage Ratios (Launch Rates) for fixed knockback was drastically reduced, to the point where the in game Damage Ratio setting would have only a small effect on their knockback. Additionally, Shulk's Smash [[Monado Art]] is ignored entirely in ''Smash 4''. However, other modifiers on knockback, such as rage, crouch cancelling, or smash attack charging bonus are still calculated normally, which in the case of rage can lead to unintended early KO setups in normal gameplay. In ''Ultimate'', the effect of both types of knockback modifiers on set knockback was removed altogether, so set knockback is much harder to modify.


===List of set knockback moves===
===List of set knockback moves===

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