Editing Knockback

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{ArticleIcons|series=y|featured=y}}
{{ArticleIcons|series=y|featured=y}}
{{redirect|Launch|the Ultimate tournament|Tournament:Launch}}
{{redirect|Launch|the Ultimate tournament|Tournament:Launch}}
[[File:SSB4 Knockback.jpg|thumb|As the damage meter goes up, so does the knockback of most moves, as seen here with {{SSB4|Mario}}'s [[forward smash]] on {{SSB4|Link}}.]]
[[Image:SSB4 Knockback.jpg|thumb|As the damage meter goes up, so does the knockback of most moves, as seen here with {{SSB4|Mario}}'s [[forward smash]] on {{SSB4|Link}}.]]


'''Knockback''' is the measure of how far an attack sends its target. For most attacks, knockback increases as damage on a character increases. An example of an attack with high knockback is [[Bowser]]'s [[forward smash]]; it launches opponents very far, so far that at high damages it's more powerful than a [[Home-Run Bat]]'s [[smash attack]]. [[Pikachu]]'s [[neutral attack]], on the other hand, has very low knockback - it hardly sends opponents anywhere, even at ludicrous damages. Attacks with relatively low knockback tend to be good for [[combo]]s.
'''Knockback''' is the measure of how far an attack sends its target. For most attacks, knockback increases as damage on a character increases. An example of an attack with high knockback is [[Bowser]]'s [[forward smash]]; it launches opponents very far, so far that at high damages it's more powerful than a [[Home-Run Bat]]'s [[smash attack]]. [[Pikachu]]'s [[neutral attack]], on the other hand, has very low knockback - it hardly sends opponents anywhere, even at ludicrous damages. Attacks with relatively low knockback tend to be good for [[combo]]s.
Line 50: Line 50:
===Launch rate===
===Launch rate===
{{image|Could use with a screenshot of it in the options menu, or maybe a GIF/Video with comparisons.}}
{{image|Could use with a screenshot of it in the options menu, or maybe a GIF/Video with comparisons.}}
:''Launch rate is not to be confused with [[handicap]].''
:''Launch rate is not to be confused with [[handicap]].
'''Launch rate''', also known as '''Damage %''' in ''Super Smash Bros.'' and '''Damage Ratio''' in ''Melee'' and ''Brawl'', is a feature in all ''{{b|Super Smash Bros.|series}}'' games that alters how much knockback is given and received (despite its name in ''Melee'' and ''Brawl'', damage is unaffected).
'''Launch rate''', also known as '''Damage %''' in ''Super Smash Bros.'' and '''Damage Ratio''' in ''Melee'' and ''Brawl'', is a feature in all ''{{b|Super Smash Bros.|series}}'' games that alters how much knockback is given and received (despite its 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×. This value 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 minimum 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.
All knockback in a match is multiplied by the launch rate value, which by default is 1.0×. This value 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 minimum 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, 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. The infamous matches between {{s|smasher|komorikiri}} and {{s|smasher|CaptainZack}}, and {{s|smasher|ZeRo}} and {{s|smasher|Dabuz}} at {{s|tournament|GENESIS 4}} are more recent examples. Both matches were being played at a launch rate setting of 0.9×. The latter match gained notoriety, and soon became an inside joke in the community.
In competitive 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. The infamous matches between {{s|smasher|komorikiri}} and {{s|smasher|CaptainZack}}, and {{s|smasher|ZeRo}} and {{s|smasher|Dabuz}} at {{s|tournament|GENESIS 4}} are more recent examples. Both matches were being played at a launch rate setting of 0.9×. The latter match gained notoriety, and soon became an inside joke in the community.
Line 60: Line 60:


===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.
<gallery>
<gallery>
Skyworld3.jpg|Note the downward facing lines that indicate Donkey Kong's [[meteor smash]].
File:Skyworld3.jpg|Note the downward facing lines that indicate Donkey Kong's [[meteor smash]].
Angleindicatorssb.jpg|The angle indicator in ''Super Smash Bros.''
File:Angleindicatorssb.jpg|The angle indicator in ''Super Smash Bros.''
CaptainFTilt.JPG|An angle indicator in ''Smash 4''.
File:CaptainFTilt.JPG|An angle indicator in ''Smash 4''.
</gallery>
</gallery>


==Formula==
==Formula==
===''SSB''===
===''SSB''===
<big><math>\left ( \left ( \left ( \left ( \left ( {p \over 10} + {{p \times d} \over 20} \right ) \times w \times 1.4 \right ) + 18 \right ) \times s \right ) + b \right ) \times r</math></big>
[[Image:SSB64KnockbackFormula.png]]
===''Melee'' onward===
===''Melee'' onward===
<big><math>\left ( \left ( \left ( \left ( \left ( {p \over 10} + {{p \times d} \over 20} \right ) \times { 200 \over { w + 100} } \times 1.4 \right ) + 18 \right ) \times s \right ) + b \right ) \times r</math></big>
[[Image:SSBBKnockbackFormula.png]]
[[File:gravity knockback.gif|thumb|A demonstration of the effect of gravity on knockback, the Shulk on the left uses the hyper Speed Monado Art, increasing his gravity, and as a result, the knockback he sustains.]]<br>
[[File:gravity knockback.gif|thumb|A demonstration of the effect of gravity on knockback, the Shulk on the left uses the hyper Speed Monado Art, increasing his gravity, and as a result, the knockback he sustains.]]<br>


Starting in ''Brawl'', a second formula is also used to alter knockback based on the target's [[gravity]]:
Starting in ''Brawl'', a second formula is also used to alter knockback based on the target's [[gravity]]:


<big><math>(g - 0.075) \times 5</math></big>
[[Image:SSBBKnockbackFormulaGravity.png]]


The result of this formula increases vertical launch speed if the target enters tumble. As a result, characters with higher gravity get launched faster than those with lower gravity, depending on how vertical the angle is, resulting in fighters with higher gravity stats having worsened vertical survivability, seemingly as an attempt to normalize the effect of combos and multi-hit moves on characters of differing gravity. This formula is also applied to moves that launch opponents downwards, though since vertical launch speed is negative in this case, the result of the formula effectively decreases it slightly instead, reducing the effectiveness of [[meteor smash]]es on fast fallers.
The result of this formula increases vertical launch speed if the target enters tumble. As a result, characters with higher gravity get launched faster than those with lower gravity, depending on how vertical the angle is, resulting in fighters with higher gravity stats having worsened vertical survivability, seemingly as an attempt to normalize the effect of combos and multi-hit moves on characters of differing gravity. This formula is also applied to moves that launch opponents downwards, though since vertical launch speed is negative in this case, the result of the formula effectively decreases it slightly instead, reducing the effectiveness of [[meteor smash]]es on fast fallers.


In ''Ultimate'', moves that launch at angles between 70° and 110° now instead cause characters' falling speeds to be homogenized to a set value of 1.8 during hitstun. Furthermore, the additional launch speed from the gravity formula is no longer applied. As a result of these changes, falling speed no longer plays as much of a factor on determining a characters' vertical survivability, and moves that deal vertical knockback are generally easier to survive compared to ''Brawl'' and ''SSB4'', thus making vertical survivability among the cast much more consistent than in previous games. Note that weight-independent moves do not homogenize falling speeds or use the different gravity value, so gravity and fall speed (especially the latter) still have an impact on the vertical survivability against those moves.
In ''Ultimate'', moves that launch at angles between 70° and 110° now instead cause characters' falling speeds to be homogenized to a set value of 1.8. The gravity formula still applies for moves that launch between said angles; however, characters now use a different gravity value that is linearly correlated to weight, with floatier characters having lower gravity, and heavier characters having higher gravity, with some minor variance. As a result of these changes, falling speed no longer plays as much of a factor on determining a characters' vertical survivability, and moves that deal vertical knockback are generally easier to survive compared to ''Brawl'' and ''SSB4'', thus making vertical survivability among the cast much more consistent than in previous games. Note that weight-independent moves do not homogenize falling speeds or use the different gravity value, so gravity and fall speed (especially the latter) still have an impact on the vertical survivability against those moves.


===Variables===
===Variables===
*'''p''' is the percentage of the target, counted after the attack's damage is added. In [[Stamina Mode]] this is set to 20.
*'''p''' is the percentage of the target, counted after the attack's damage is added.
**In ''Melee'', '''p''' is floored pre-hits percentage + sum of hitbox damage(s) dealt to the character that frame, including staling and other modifiers.
**In ''Melee'', '''p''' is floored pre-hit percentage + stale attack's damage.
*'''d''' is the damage the attack dealt.
*'''d''' is the damage the attack dealt.
**In ''SSB'' and ''Melee'', it is the full damage without counting [[stale-move negation]], except for [[projectile]]s, which use the stale damage and other possible modifiers.
**In ''SSB'' and ''Melee'', it is the full damage without counting [[stale-move negation]], except for [[projectile]]s, which use the stale damage.
**In ''Brawl'', it is the damage including the staleness or the freshness bonus.
**In ''Brawl'', it is the damage including the staleness or the freshness bonus.
**In ''Smash 4'' and ''Ultimate'', it is the damage including 0.3x of the staleness or freshness bonus.
**In ''Smash 4'' and ''Ultimate'', it is the damage including 0.3x of the staleness or freshness bonus.
Line 101: Line 101:
**[[Crouching]] penalty/[[Crouch cancel]] factor (x0.67 in ''SSB'', x0.666667 ''Melee'', and x0.85 in ''Smash 4'')
**[[Crouching]] penalty/[[Crouch cancel]] factor (x0.67 in ''SSB'', x0.666667 ''Melee'', and x0.85 in ''Smash 4'')
**[[Smash attack|Smash]] [[charge]] interruption bonus prior to ''Ultimate'' (x1.2, ''Melee'' onwards, applied if the opponent was charging a smash attack when hit)
**[[Smash attack|Smash]] [[charge]] interruption bonus prior to ''Ultimate'' (x1.2, ''Melee'' onwards, applied if the opponent was charging a smash attack when hit)
**[[Frozen]] penalty factor (x0.25 in ''Melee''). Characters in frozen state take reduced knockback.
**[[Type effectiveness]] (x1.1 for super effective, x0.9 for not very effective, specific to {{SSBB|Charizard}}, {{SSBB|Ivysaur}}, and {{SSBB|Squirtle}} in ''Brawl'')
**[[Type effectiveness]] (x1.1 for super effective, x0.9 for not very effective, specific to {{SSBB|Charizard}}, {{SSBB|Ivysaur}}, and {{SSBB|Squirtle}} in ''Brawl'')
**Size changes made by the [[Super Mushroom]], [[Poison Mushroom]], and [[Lightning Bolt]] (less knockback is dealt to giant-sized fighters, while tiny fighters take more knockback than normal)
**Size changes made by the [[Super Mushroom]], [[Poison Mushroom]], and [[Lightning Bolt]] (less knockback is dealt to giant-sized fighters, while tiny fighters take more knockback than normal)
Line 110: Line 109:
If the move has a fixed knockback value set, then '''d''' is set to that value, and '''p''' is always 10. As a result, the knockback dealt is independent of current damage, damage dealt, and ignores stale-move negation's knockback modifiers. However, it still remains dependent on other factors.
If the move has a fixed knockback value set, then '''d''' is set to that value, and '''p''' is always 10. As a result, the knockback dealt is independent of current damage, damage dealt, and ignores stale-move negation's knockback modifiers. However, it still remains dependent on other factors.


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 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==
==Other physics of knockback==
[[File:DeadlyBlow.jpg|270px|thumb|The vibrant "Deadly Blow" effect will appear if an attack does enough knockback to KO the victim.]]
[[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==
{{technical data|Knockback reduction from bounce off a surface in ''SSB''}}
*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%.
*In all games, the screen will commonly flash white when a character receives knockback that is greater than or equal to 160 units; however, the screen will flash into a different color when they're launched far by an elemental attack (i.e. red for [[flame]] attacks, blue for [[electric]] attacks, etc.).
*In all games, the screen will commonly flash white when a character receives high knockback from powerful attacks; however, the screen will flash into a different color when they're launched far by an elemental attack (i.e. red for [[flame]] attacks, blue for [[electric]] attacks, etc.).
*In ''Brawl'', characters that take enough knockback to be sent [[tumbling]] will slightly damage opponents they run into while flying. This hitbox belongs to the character that dealt the knockback, and inflicts minor damage (usually from 1% to 4%) and knockback depending on how powerfully the character was launched. This is also present in ''Melee'' and ''Smash 64'', but only applies to characters who receive knockback after a [[throw]] (not counting [[special move]] grabs like [[Falcon Dive|Falcon]]/[[Dark Dive]] and [[Koopa Klaw]]). This property was later removed in ''Smash 4'', where launched opponents simply fly through other characters like in previous games.
*In ''Brawl'', characters that take enough knockback to be sent [[tumbling]] will slightly damage opponents they run into while flying. This hitbox belongs to the character that dealt the knockback, and inflicts minor damage (usually from 1% to 4%) and knockback depending on how powerfully the character was launched. This is also present in ''Melee'' and ''Smash 64'', but only applies to characters who receive knockback after a [[throw]] (not counting [[special move]] grabs like [[Falcon Dive|Falcon]]/[[Dark Dive]] and [[Koopa Klaw]]). This property was later removed in ''Smash 4'', where launched opponents simply fly through other characters like in previous games.
**A similar effect is used against enemies in [[The Subspace Emissary]], [[Smash Run]] and [[Master Fortress]], known as [[careening]], or the '''cannonball effect''' in ''Smash 4''. When an enemy is defeated, it is sent flying at an angle (depending on the attack that KO'd it) and deals major damage to other enemies it runs into, before disappearing.
**A similar effect is used against enemies in [[The Subspace Emissary]], [[Smash Run]] and [[Master Fortress]], known as [[careening]], or the '''cannonball effect''' in ''Smash 4''. When an enemy is defeated, it is sent flying at an angle (depending on the attack that KO'd it) and deals major damage to other enemies it runs into, before disappearing.
*Characters with [[armor]] will take no knockback, or reduced knockback.
*Characters with [[armor]] will take no knockback.
*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.


==Set knockback==
==Set knockback==
{{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 opponent's percentage, [[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 term '''weight-dependent set knockback''' is sometimes used. In ''Smash 4'', the effect of launch rates on fixed knockback was drastically reduced, to the point of barely having an effect at all, while Shulk's Smash [[Monado Art]] is ignored entirely. However, other knockback modifiers, such as rage, crouch cancelling, or charging bonus, are still calculated normally. In ''Ultimate'', the effect of knockback modifiers on set knockback was removed altogether.
'''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.


===List of set knockback moves===
===List of set knockback moves===
====''[[Super Smash Bros.]]''====
====''[[Super Smash Bros.]]''====
With the exception of {{SSB|Captain Falcon}}, all characters in ''Super Smash Bros.'' have at least one move with set knockback.
With the exception of {{SSB|Captain Falcon}}, all characters in ''Super Smash Bros.'' have at least one move with set knockback.
*{{CharHead|Donkey Kong|SSB|hsize=20px}}'s {{mvsub|Donkey Kong|SSB|dash attack}}, [[Donkey Kong (SSB)/Up special|Spinning Kong]], and [[Donkey Kong (SSB)/Down special|Hand Slap]].
*{{CharHead|Donkey Kong|SSB|hsize=20px}}'s dash attack, [[Spinning Kong]], and [[Hand Slap]].
*{{CharHead|Fox|SSB|hsize=20px}}'s down angled {{mvsub|Fox|SSB|forward tilt}}, {{mvsub|Fox|SSB|down aerial}}, {{mvsub|Fox|SSB|up aerial}} (first hit), [[Fox (SSB)/Neutral special|Blaster]] and [[Fox (SSB)/Down special|Reflector]].
*{{CharHead|Fox|SSB|hsize=20px}}'s [[down aerial]], [[up aerial]] (first hit), [[Blaster]] and [[Reflector]].
*{{CharHead|Jigglypuff|SSB|hsize=20px}}'s {{mvsub|Jigglypuff|SSB|down aerial}} (all but landing hit).
*{{CharHead|Kirby|SSB|hsize=20px}}'s [[Final Cutter]] (meteor smash and up slice), up air, forward air (all but the last hit), neutral air, down air (landing hit), and [[Inhale]].
*{{CharHead|Kirby|SSB|hsize=20px}}'s [[Kirby (SSB)/Up special|Final Cutter]] (excluding the projectile), {{mvsub|Kirby|SSB|up aerial}}, {{mvsub|Kirby|SSB|forward aerial}} (all but last hit), {{mvsub|Kirby|SSB|neutral aerial}}, {{mvsub|Kirby|SSB|down aerial}} (landing hit), and [[Kirby (SSB)/Neutral special|Inhale]].
*{{CharHead|Link|SSB|hsize=20px}}'s up smash (first 2 hits).
*{{CharHead|Link|SSB|hsize=20px}}'s [[up smash]] (first two hits).
*{{CharHead|Luigi|SSB|hsize=20px}}'s [[sourspot]]ted [[Super Jump Punch]] dash attack, down air, and [[taunt]].
*{{CharHead|Luigi|SSB|hsize=20px}}'s [[sourspot]]ted [[Luigi (SSB)/Up special|Super Jump Punch]], {{mvsub|Luigi|SSB|dash attack}}, {{mvsub|Luigi|SSB|down aerial}}, and {{mvsub|Luigi|SSB|taunt}}.
*{{CharHead|Mario|SSB|hsize=20px}}'s [[Super Jump Punch]] (excluding last hit), down air, and [[Mario Tornado]].
*{{CharHead|Mario|SSB|hsize=20px}}'s [[Mario (SSB)/Up special|Super Jump Punch]] (all but last hit), {{mvsub|Mario|SSB|down aerial}}, and [[Mario (SSB)/Down special|Mario Tornado]].
*{{CharHead|Ness|SSB|hsize=20px}}' [[PK Fire]] (all outside of first hit).
*{{CharHead|Ness|SSB|hsize=20px}}' [[Ness (SSB)/Neutral special|PK Fire]] (all but first hit).
*{{CharHead|Pikachu|SSB|hsize=20px}}'s [[forward aerial]].
*{{CharHead|Pikachu|SSB|hsize=20px}}'s {{mvsub|Pikachu|SSB|forward aerial}}.
*{{CharHead|Samus|SSB|hsize=20px}}'s up air and [[Screw Attack]].
*{{CharHead|Samus|SSB|hsize=20px}}'s {{mvsub|Samus|SSB|up aerial}} and [[Samus (SSB)/Up special|Screw Attack]].
*{{CharHead|Yoshi|SSB|hsize=20px}}'s [[up tilt]], [[down tilt]], [[Egg Lay]], [[Yoshi Bomb]] (stars).
*{{CharHead|Yoshi|SSB|hsize=20px}}'s {{mvsub|Yoshi|SSB|up tilt}}, {{mvsub|Yoshi|SSB|down tilt}}, [[Yoshi (SSB)/Neutral special|Egg Lay]], and [[Yoshi (SSB)/Down special|Yoshi Bomb]] (stars).


====''[[Super Smash Bros. Melee]]''====
====''[[Super Smash Bros. Melee]]''====
*Most [[neutral attack]]s have set knockback during the first hits.
*All [[windbox]]es.
*All [[windbox]]es.
*{{CharHead|Bowser|SSBM|hsize=20px}}'s [[Bowser (SSBM)/Neutral attack/Hit 1|neutral attack]] (first hit), {{mvsub|Bowser|SSBM|down aerial}}'s looping hits and {{mvsub|Bowser|SSBM|up throw}}.
*{{CharHead|Mario|SSBM|hsize=20px}} and {{CharHead|Dr. Mario|SSBM|hsize=20px}}'s [[Mario Tornado]], [[Dr. Tornado]], [[Super Jump Punch]], down air (excluding the respective final hits; Dr. Mario's down air's last hit also has set knockback), down angled [[forward tilt]].
*{{CharHead|Captain Falcon|SSBM|hsize=20px}}'s {{mvsub|Captain Falcon|SSBM|neutral attack}} (first and second hits), {{mvsub|Captain Falcon|SSBM|up smash}} (first hit), {{mvsub|Captain Falcon|SSBM|neutral aerial}} (first hit) and his uncharged smash attack with a [[Home-Run Bat]].
*{{CharHead|Fox|SSBM|hsize=20px}}'s [[Reflector]], [[down aerial]], and [[up aerial]] (first hit).
*{{CharHead|Donkey Kong|SSBM|hsize=20px}}'s [[Donkey Kong (SSBM)/Down special|Hand Slap]].
*{{CharHead|Ice Climbers|SSBM|hsize=20px}}' down aerial.
*{{CharHead|Dr. Mario|SSBM|hsize=20px}}'s {{mvsub|Dr. Mario|SSBM|neutral attack}} (first and second hits), {{mvsub|Dr. Mario|SSBM|down aerial}}, [[Dr. Mario (SSBM)/Up special|Super Jump Punch]] and [[Dr. Mario (SSBM)/Down special|Dr. Tornado]] (excluding both specials' final hits).
*{{CharHead|Yoshi|SSBM|hsize=20px}}'s [[down tilt]].
*{{CharHead|Falco|SSBM|hsize=20px}}'s [[Falco (SSBM)/Neutral special|Blaster]].
*{{CharHead|Luigi|SSBM|hsize=20px}}'s [[taunt]], dash attack and down angled forward tilt.
*{{CharHead|Fox|SSBM|hsize=20px}}'s {{mvsub|Fox|SSBM|up aerial}} (first hit), {{mvsub|Fox|SSBM|down aerial}} and [[Fox (SSBM)/Down special|Reflector]].
*{{CharHead|Kirby|SSBM|hsize=20px}}'s {{b|Hammer|move}} (in the air) and [[Final Cutter]].
*{{CharHead|Ganondorf|SSBM|hsize=20px}}'s {{mvsub|Ganondorf|SSBM|down smash}} (first hit).
*{{CharHead|Bowser|SSBM|hsize=20px}}'s [[up throw]] and down air's looping hits.
*{{CharHead|Ice Climbers|SSBM|hsize=20px}}' {{mvsub|Ice Climbers|SSBM|down aerial}}.
*{{CharHead|Peach|SSBM|hsize=20px}}'s [[Peach Parasol]]'s first hit.
*{{CharHead|Mario|SSBM|hsize=20px}}'s {{mvsub|Mario|SSBM|neutral attack}} (first and second hits), down angled {{mvsub|Mario|SSBM|forward tilt}}, {{mvsub|Mario|SSBM|down aerial}}, [[Mario (SSBM)/Up special|Super Jump Punch]], [[Mario (SSBM)/Down special|Mario Tornado]], (excluding their respective final hits).
*{{CharHead|Donkey Kong|SSBM|hsize=20px}}'s [[Hand Slap]].
*{{CharHead|Marth|SSBM|hsize=20px}}'s {{mvsub|Marth|SSBM|up smash}} (outer hitboxes).
*{{CharHead|Captain Falcon|SSBM|hsize=20px}}'s uncharged smash attack with a [[Home-Run Bat]] and [[neutral air]] (first hit).
*{{CharHead|Mewtwo|SSBM|hsize=20px}}'s [[Mewtwo (SSBM)/Neutral attack/Hit 1|neutral attack]] (first hit), {{mvsub|Mewtwo|SSBM|up smash}} and {{mvsub|Mewtwo|SSBM|neutral aerial}} (excluding their respective final hits).
*{{CharHead|Falco|SSBM|hsize=20px}}'s [[Blaster]].
*{{CharHead|Mr. Game & Watch|SSBM|hsize=20px}}'s {{mvsub|Mr. Game & Watch|SSBM|neutral attack}} (first hit and infinite) and [[Judge]] #8.
*{{CharHead|Young Link|SSBM|hsize=20px}}'s [[forward smash]] (first hit).
*{{CharHead|Ness|SSBM|hsize=20px}}'s {{mvsub|Ness|SSBM|dash attack}} (first two hits).
*{{CharHead|Roy|SSBM|hsize=20px}}'s [[Blazer]].
*{{CharHead|Jigglypuff|SSBM|hsize=20px}}'s {{mvsub|Jigglypuff|SSBM|down throw}} (first four hits).
*{{CharHead|Mr. Game & Watch|SSBM|hsize=20px}}'s [[Judge]] #8.
*{{CharHead|Kirby|SSBM|hsize=20px}}'s {{mvsub|Kirby|SSBM|down aerial}} (landing hitbox), {{b|Hammer|move}} (in the air), [[Final Cutter]] (up and down cuts) and {{mvsub|Kirby|SSBM|down throw}} (first nine kicks).
*{{CharHead|Link|SSBM|hsize=20px}}'s {{mvsub|Link|SSBM|up smash}} (first two hits) and [[Link (SSBM)/Up special|Spin Attack]] (air, all but final hit).
*{{CharHead|Luigi|SSBM|hsize=20px}}'s {{mvsub|Luigi|SSBM|neutral attack}} (first and second hits), down angled {{mvsub|Luigi|SSBM|forward tilt}} and {{mvsub|Luigi|SSBM|taunt}}.
*{{CharHead|Peach|SSBM|hsize=20px}}'s [[Peach (SSBM)/Neutral attack/Hit 1|neutral attack]] (first hit) and [[Peach Parasol]] (first hit).
*{{CharHead|Pichu|SSBM|hsize=20px}}'s {{mvsub|Pichu|SSBM|forward aerial}}.
*{{CharHead|Pikachu|SSBM|hsize=20px}}'s {{mvsub|Pikachu|SSBM|forward aerial}}.
*{{CharHead|Roy|SSBM|hsize=20px}}'s {{mvsub|Roy|SSBM|up smash}} (multihits), [[Roy (SSBM)/Side special|Double-Edge Dance]] (hit 3 down, all but final hit) and [[Roy (SSBM)/Up special|Blazer]].
*{{CharHead|Samus|SSBM|hsize=20px}}'s {{mvsub|Samus|SSBB|up aerial}} (all but final hit) and [[Samus (SSBM)/Up special|Screw Attack]] (ground, final hit only).
*{{CharHead|Sheik|SSBM|hsize=20px}}'s {{mvsub|Sheik|SSBM|forward smash}} (first hit).
*{{CharHead|Yoshi|SSBM|hsize=20px}}'s {{mvsub|Yoshi|SSBM|down tilt}}.
*{{CharHead|Young Link|SSBM|hsize=20px}}'s {{mvsub|Young Link|SSBM|forward smash}} (first hit), {{mvsub|Young Link|SSBM|up smash}} (first two hits) and [[Young Link (SSBM)/Up special|Spin Attack]] (air, all but final hit).
*{{CharHead|Zelda|SSBM|hsize=20px}}'s {{mvsub|Zelda|SSBM|forward smash}}, {{mvsub|Zelda|SSBM|up smash}}, {{mvsub|Zelda|SSBM|neutral aerial}} (excluding their respective final hits) and {{mvsub|Zelda|SSBM|down throw}} (flames).
*[[Red Shell]].
*[[Red Shell]].


Line 188: Line 169:
*Many multi-hitting [[smash attack]]s have setup hits with set knockback (e.g., {{SSBB|Ness}}'s up and down smashes).
*Many multi-hitting [[smash attack]]s have setup hits with set knockback (e.g., {{SSBB|Ness}}'s up and down smashes).
*All windboxes.
*All windboxes.
*{{CharHead|Bowser|SSBB|hsize=20px}}'s {{mvsub|Bowser|SSBB|down aerial}} (looping hits).
*{{CharHead|King Dedede|SSBB|hsize=20px}}'s [[down throw]].
*{{CharHead|Captain Falcon|SSBB|hsize=20px}}'s {{mvsub|Captain Falcon|SSBB|neutral aerial}} and {{mvsub|Captain Falcon|SSBB|up smash}} (first hit of both).
*{{CharHead|Luigi|SSBB|hsize=20px}}'s down taunt and sourspotted Super Jump Punch.
*{{CharHead|Charizard|SSBB|hsize=20px}}'s {{mvsub|Charizard|SSBB|forward smash}} (first hit) and {{mvsub|Charizard|SSBB|up smash}} (first hit).
*{{CharHead|Toon Link|SSBB|hsize=20px}}'s [[forward smash]] (first hit).
*{{CharHead|Diddy Kong|SSBB|hsize=20px}}'s {{mvsub|Diddy Kong|SSBB|dash attack}} (second hit), {{mvsub|Diddy Kong|SSBB|forward smash}} (first hit) and {{mvsub|Diddy Kong|SSBB|up smash}} (first two hits).
*{{CharHead|Kirby|SSBB|hsize=20px}}'s [[Final Cutter]] (up and downwards stroke).
*{{CharHead|Falco|SSBB|hsize=20px}}'s {{mvsub|Falco|SSBB|up tilt}} (first hit), {{mvsub|Falco|SSBB|neutral aerial}} (all but final hit) and [[Falco (SSBB)/Neutral special|Blaster]].
*{{CharHead|Mario|SSBB|hsize=20px}}'s Mario Tornado and Super Jump Punch (excluding their respective final hits).
*{{CharHead|Fox|SSBB|hsize=20px}}'s {{mvsub|Fox|SSBB|up aerial}} (first hit).
*{{CharHead|Fox|SSBB|hsize=20px}}'s [[up aerial]] (first hit).
*{{CharHead|Ganondorf|SSBB|hsize=20px}}'s {{mvsub|Ganondorf|SSBB|down smash}} (first hit).
*{{CharHead|Falco|SSBB|hsize=20px}}'s [[Blaster]].
*{{CharHead|Ivysaur|SSBB|hsize=20px}}'s {{mvsub|Ivysaur|SSBB|down tilt}} (first hit) and {{mvsub|Ivysaur|SSBB|neutral aerial}} (all but final hit).
*{{CharHead|Wolf|SSBB|hsize=20px}}'s neutral aerial (3rd hit onward) and {{h1|Reflector|Wolf}}.
*{{CharHead|King Dedede|SSBB|hsize=20px}}'s {{mvsub|King Dedede|SSBB|up aerial}}, {{mvsub|King Dedede|SSBB|down aerial}} (excluding their respective final hits) and {{mvsub|King Dedede|SSBB|down throw}}.
*{{CharHead|Mr. Game & Watch|SSBB|hsize=20px}}'s Judge #8.
*{{CharHead|Kirby|SSBB|hsize=20px}}'s {{mvsub|Kirby|SSBB|down aerial}} (landing hitbox), [[Final Cutter]] (up and down strokes) and {{mvsub|Kirby|SSBB|down throw}} (first nine kicks).
*{{CharHead|Link|SSBB|hsize=20px}}'s {{mvsub|Link|SSBB|up smash}} (first two hits) and {{mvsub|Link|SSBB|back aerial}} (first hit).
*{{CharHead|Lucas|SSBB|hsize=20px}}'s {{mvsub|Lucas|SSBB|up tilt}} (launcher), {{mvsub|Lucas|SSBB|up smash}} (launcher) and {{mvsub|Lucas|SSBB|down aerial}} (hitbox ID 1 only, first three hits).
*{{CharHead|Luigi|SSBB|hsize=20px}}'s down angled {{mvsub|Luigi|SSBB|forward tilt}}, {{mvsub|Luigi|SSBB|down taunt}} and sourspotted [[Luigi (SSBB)/Up special|Super Jump Punch]].
*{{CharHead|Mario|SSBB|hsize=20px}}'s [[Mario (SSBB)/Down aerial|Mario Tornado]] and [[Mario (SSBB)/Up special|Super Jump Punch]] (excluding their respective final hits).
*{{CharHead|Marth|SSBB|hsize=20px}}'s {{mvsub|Marth|SSBB|up smash}} (launcher).
*{{CharHead|Meta Knight|SSBB|hsize=20px}}'s {{mvsub|Meta Knight|SSBB|up smash}}, {{mvsub|Meta Knight|SSBB|forward aerial}}, {{mvsub|Meta Knight|SSBB|back aerial}}, [[Meta Knight (SSBB)/Neutral special|Mach Tornado]] (excluding their respective final hits) and {{mvsub|Meta Knight|SSBB|down throw}} (first nine kicks).
*{{CharHead|Mr. Game & Watch|SSBB|hsize=20px}}'s {{mvsub|Mr. Game & Watch|SSBB|neutral aerial}} (all but final hit) and [[Judge]] #8.
*{{CharHead|Ness|SSBB|hsize=20px}}'s {{mvsub|Ness|SSBB|dash attack}} (first two hits), {{mvsub|Ness|SSBB|up smash}} (charging hitbox) and {{mvsub|Ness|SSBB|down smash}} (charging hitbox).
*{{CharHead|Pikachu|SSBB|hsize=20px}}'s {{mvsub|Pikachu|SSBB|back aerial}} (looping hits).
*{{CharHead|R.O.B.|SSBB|hsize=20px}}'s {{mvsub|R.O.B.|SSBB|up tilt}} (launcher).
*{{CharHead|Samus|SSBB|hsize=20px}}'s {{mvsub|Samus|SSBM|up aerial}} (all but final hit).
*{{CharHead|Sheik|SSBB|hsize=20px}}'s {{mvsub|Sheik|SSBU|up tilt}} (first hit) and {{mvsub|Sheik|SSBU|forward smash}} (first hit).
*{{CharHead|Snake|SSBB|hsize=20px}}'s {{mvsub|Snake|SSBB|forward tilt}} (first hit), {{mvsub|Snake|SSBB|up smash}} (launcher), {{mvsub|Snake|SSBB|neutral aerial}} and {{mvsub|Snake|SSBB|down aerial}} (excluding their respective final hits).
*{{CharHead|Squirtle|SSBB|hsize=20px}}'s {{mvsub|Squirtle|SSBB|down tilt}}, {{mvsub|Squirtle|SSBB|up smash}} (launcher) and {{mvsub|Squirtle|SSBB|down aerial}} (excluding their respective final hits).
*{{CharHead|Toon Link|SSBB|hsize=20px}}'s {{mvsub|Toon Link|SSBB|forward smash}} (first hit).
*{{CharHead|Wario|SSBB|hsize=20px}}'s {{mvsub|Wario|SSBB|down aerial}} (looping hits).
*{{CharHead|Wolf|SSBB|hsize=20px}}'s {{mvsub|Wolf|SSBB|neutral aerial}} (3rd hit onward) and {{b|Reflector|Wolf}}.
*{{CharHead|Zelda|SSBB|hsize=20px}}'s {{mvsub|Zelda|SSBB|neutral attack}}, {{mvsub|Zelda|SSBB|forward smash}}, {{mvsub|Zelda|SSBB|up smash}}, {{mvsub|Zelda|SSBB|neutral aerial}} (excluding their respective final hits) and {{mvsub|Zelda|SSBB|down throw}} (flames).
*{{CharHead|Zero Suit Samus|SSBB|hsize=20px}}'s {{mvsub|Zero Suit Samus|SSBB|up smash}} (launcher).


====''[[Super Smash Bros. 4]]''====
====''[[Super Smash Bros. 4]]''====
*Many neutral attacks, such as {{SSB4|Mario}}'s, have set knockback for all but their last hit.
*Many jabs, such as {{SSB4|Mario}}'s, have set knockback for all but their last hit.
*All windboxes, except for {{SSB4|Mr. Game & Watch}}'s {{mvsub|Mr. Game & Watch|SSB4|down tilt}}, {{SSB4|Ike}}'s [[Tempest]], and {{SSB4|Greninja}}'s {{mvsub|Greninja|SSB4|up special}} and down taunt.
*All windboxes, except for {{SSB4|Mr. Game & Watch}}'s down tilt, {{SSB4|Ike}}'s [[Eruption|Tempest]], and {{SSB4|Greninja}}'s up special and down taunt.
*{{CharHead|Bayonetta|SSB4|hsize=20px}}'s [[Bayonetta (SSBU)/Neutral attack/Infinite|neutral attack infinite]] (rapid jab and first hit of finisher), {{mvsub|Bayonetta|SSB4|up tilt}} (early launcher), {{mvsub|Bayonetta|SSB4|down smash}} (Bayonetta's foot) and late [[After Burner Kick]].
*{{CharHead|Bayonetta|SSB4|hsize=20px}}'s late After Burner Kick (default).
*{{CharHead|Bowser|SSB4|hsize=20px}}'s {{mvsub|Bowser|SSB4|down smash}} (first hit), [[Bowser (SSB4)/Up special|Whirling Fortress]] (ground, all but final hit) and [[Bowser (SSB4)/Down special|Bowser Bomb]] (scooping hitbox).
*{{CharHead|Bowser Jr.|SSB4|hsize=20px}}'s [[Mechakoopa]] (first hit).
*{{CharHead|Bowser Jr.|SSB4|hsize=20px}}'s [[Mechakoopa]] (first hit).
*{{CharHead|Captain Falcon|SSB4|hsize=20px}}'s {{mvsub|Captain Falcon|SSBM|up smash}} and {{mvsub|Captain Falcon|SSB4|neutral aerial}} (first hit of both).
*{{CharHead|Captain Falcon|SSB4|hsize=20px}}'s neutral aerial (first hit).
*{{CharHead|Charizard|SSB4|hsize=20px}}'s {{mvsub|Charizard|SSB4|up smash}} (first hit) and [[Charizard (SSB4)/Up special|Fly]] (launcher and looping hits).
*{{CharHead|Diddy Kong|SSB4|hsize=20px}}'s {{b|Banana Peel|move}}.
*{{CharHead|Cloud|SSB4|hsize=20px}}'s {{mvsub|Cloud|SSB4|forward smash}} (first two hits) and {{mvsub|Cloud|SSB4|down smash}} (first hit).
*{{CharHead|Falco|SSB4|hsize=20px}}'s Blaster.
*{{CharHead|Diddy Kong|SSB4|hsize=20px}}'s {{mvsub|Diddy Kong|SSB4|dash attack}}, {{mvsub|Diddy Kong|SSB4|forward smash}}, {{mvsub|Diddy Kong|SSB4|up smash}} (excluding their respective final hits) and {{b|Banana Peel|move}}.
*{{CharHead|Fox|SSB4|hsize=20px}}'s up aerial (first hit) and down aerial (excluding final hit).
*{{CharHead|Dr. Mario|SSB4|hsize=20px}}'s [[Dr. Mario (SSB4)/Down special|Dr. Tornado]] (looping hits).
*{{CharHead|Kirby|SSB4|hsize=20px}}'s Final Cutter (up and down slices).
*{{CharHead|Falco|SSB4|hsize=20px}}'s {{mvsub|Falco|SSB4|up tilt}} (first hit), {{mvsub|Falco|SSB4|neutral aerial}}, {{mvsub|Falco|SSB4|forward aerial}} (excluding their respective final hits) and [[Falco (SSB4)/Neutral special|Blaster]].
*{{CharHead|Little Mac|SSB4|hsize=20px}}'s neutral aerial.
*{{CharHead|Fox|SSB4|hsize=20px}}'s {{mvsub|Fox|SSB4|up aerial}} (first hit) and {{mvsub|Fox|SSB4|down aerial}} (excluding final hit).
*{{CharHead|Luigi|SSB4|hsize=20px}}'s down taunt and sourspotted Super Jump Punch.
*{{CharHead|Ganondorf|SSB4|hsize=20px}}'s {{mvsub|Ganondorf|SSB4|down smash}} (first hit).
*{{CharHead|Mario|SSB4|hsize=20px}}'s Mario Tornado and Super Jump Punch (first five hits for both).
*{{CharHead|Ike|SSB4|hsize=20px}}'s [[Ike (SSB4)/Up special|Aether]] (first and second hits).
*{{CharHead|Mr. Game & Watch|SSB4|hsize=20px}}'s Judge #8.
*{{CharHead|King Dedede|SSB4|hsize=20px}}'s {{mvsub|King Dedede|SSB4|forward tilt}} and {{mvsub|King Dedede|SSB4|up aerial}} (excluding their respective final hits).
*{{CharHead|Pac-Man|SSB4|hsize=20px}}'s down aerial (first three hits).
*{{CharHead|Kirby|SSB4|hsize=20px}}'s {{mvsub|Kirby|SSB4|down aerial}} (landing hitbox), [[Final Cutter]] (up and down slices) and {{mvsub|Kirby|SSB4|down throw}} (all kicks).
*{{CharHead|Ryu|SSB4|hsize=20px}}'s down tilt (tapped).
*{{CharHead|Link|SSB4|hsize=20px}}'s {{mvsub|Link|SSB4|up smash}} (first two hits), {{mvsub|Link|SSB4|back aerial}} (first hit) and [[Link (SSB4)/Up special|Spin Attack]] (air, all but final hit).
*{{CharHead|Sheik|SSB4|hsize=20px}}'s [[Vanish]] (reappearance hit).
*{{CharHead|Little Mac|SSB4|hsize=20px}}'s {{mvsub|Little Mac|SSB4|forward tilt}} (first hit), {{mvsub|Little Mac|SSB4|neutral aerial}} and {{mvsub|Little Mac|SSB4|up special}} (launcher).
*{{CharHead|Shulk|SSB4|hsize=20px}}'s [[Air Slash]] (first hit), along with the first hits of forward/up smash and up/down aerials.
*{{CharHead|Lucas|SSB4|hsize=20px}}'s {{mvsub|Lucas|SSB4|up tilt}} (launcher), {{mvsub|Lucas|SSB4|up smash}} (launcher) and {{mvsub|Lucas|SSBB|down aerial}} (hitbox ID 1 only, first three hits).
*{{CharHead|Wario|SSB4|hsize=20px}}'s late [[dash attack]].
*{{CharHead|Luigi|SSB4|hsize=20px}}'s {{mvsub|Luigi|SSB4|down taunt}} and sourspotted [[Luigi (SSB4)/Up special|Super Jump Punch]].
*{{CharHead|Zero Suit Samus|SSB4|hsize=20px}}' [[Paralyzer]].
*{{CharHead|Mario|SSB4|hsize=20px}}'s [[Mario (SSB4)/Down aerial|Mario Tornado]] and [[Mario (SSB4)/Up special|Super Jump Punch]] (first five hits for both).
*{{CharHead|Marth|SSB4|hsize=20px}}'s {{mvsub|Marth|SSB4|up smash}} (launcher).
*{{CharHead|Meta Knight|SSB4|hsize=20px}}'s {{mvsub|Meta Knight|SSB4|up smash}}, {{mvsub|Meta Knight|SSB4|forward aerial}}, {{mvsub|Meta Knight|SSB4|back aerial}} (against an aerial oponent) (excluding their respective final hits), [[Meta Knight (SSB4)/Side special|Drill Rush]] (first multihit) and {{mvsub|Meta Knight|SSB4|down throw}} (first nine kicks).
*{{CharHead|Mewtwo|SSB4|hsize=20px}}'s {{mvsub|Mewtwo|SSB4|up smash}} and {{mvsub|Mewtwo|SSB4|neutral aerial}} (excluding their respective final hits).
*{{CharHead|Mr. Game & Watch|SSB4|hsize=20px}}'s {{mvsub|Mr. Game & Watch|SSB4|neutral aerial}} (all but final hit), {{mvsub|Mr. Game & Watch|SSB4|back aerial}} (hitbox ID 1 only, looping hits) and [[Mr. Game & Watch (SSB4)/Side special|Judge]] #8.
*{{CharHead|Ness|SSB4|hsize=20px}}'s {{mvsub|Ness|SSB4|dash attack}} (first two hits) and {{mvsub|Ness|SSB4|down smash}} (first, third and fourth hits).
*{{CharHead|Pac-Man|SSB4|hsize=20px}}'s {{mvsub|Pac-Man|SSB4|down aerial}} (first three hits).
*{{CharHead|Peach|SSB4|hsize=20px}}'s {{mvsub|Peach|SSB4|dash attack}} (first hit), {{mvsub|Peach|SSB4|down smash}} (looping hits), [[Peach (SSB4)/Neutral special|Toad]] (all but first and final hits) and [[Peach (SSB4)/Up special|Peach Parasol]] (launcher and multihits).
*{{CharHead|Pikachu|SSB4|hsize=20px}}'s {{mvsub|Pikachu|SSB4|forward aerial}} and {{mvsub|Pikachu|SSB4|back aerial}} (both moves' looping hits).
*{{CharHead|R.O.B.|SSB4|hsize=20px}}'s {{mvsub|R.O.B.|SSB4|up tilt}} (launcher) and {{mvsub|R.O.B.|SSB4|up smash}} (launcher).
*{{CharHead|Ryu|SSB4|hsize=20px}}'s held {{mvsub|Ryu|SSB4|forward tilt}} (first hit), tapped {{mvsub|Ryu|SSB4|down tilt}} and {{mvsub|Ryu|SSB4|up aerial}} (first hit).
*{{CharHead|Samus|SSB4|hsize=20px}}'s {{mvsub|Samus|SSB4|up smash}}, {{mvsub|Samus|SSB4|forward aerial}}, {{mvsub|Samus|SSBM|up aerial}}, [[Samus (SSB4)/Up special|Screw Attack]] (ground) and [[Samus (SSB4)/Up special/Custom 1|Screw Rush]] (excluding their respective final hits).
*{{CharHead|Sheik|SSB4|hsize=20px}}'s {{mvsub|Sheik|SSB4|up tilt}} (first hit), {{mvsub|Sheik|SSB4|forward smash}} (first hit) and [[Sheik (SSB4)/Up special|Vanish]] (reappearance hit).
*{{CharHead|Shulk|SSB4|hsize=20px}}'s [[Shulk (SSB4)/Up special|Air Slash]] (first hit), along with the first hits of {{mvsub|Shulk|SSB4|forward smash}}, {{mvsub|Shulk|SSB4|up smash}}, {{mvsub|Shulk|SSB4|up aerial}}, and {{mvsub|Shulk|SSB4|down aerial}}.
*{{CharHead|Toon Link|SSB4|hsize=20px}}'s [[Toon Link (SSB4)/Up special|Spin Attack]] (ground: looping hits; air: first three hits).
*{{CharHead|Wario|SSB4|hsize=20px}}'s late {{mvsub|Wario|SSB4|dash attack}}, {{mvsub|Wario|SSB4|down aerial}} (looping hits), [[Wario (SSB4)/Neutral special|Chomp]] (biting hitbox) and [[Wario (SSB4)/Up special|Corkscrew]] (all but final hit).
*{{CharHead|Yoshi|SSB4|hsize=20px}}'s [[Yoshi (SSB4)/Down special|Yoshi Bomb]] (launcher).
*{{CharHead|Zelda|SSB4|hsize=20px}}'s {{mvsub|Zelda|SSB4|neutral attack}}, {{mvsub|Zelda|SSB4|forward smash}}, {{mvsub|Zelda|SSB4|up smash}}, {{mvsub|Zelda|SSB4|neutral aerial}} (excluding their respective final hits) and {{mvsub|Zelda|SSB4|down throw}} (flames).
*{{CharHead|Zero Suit Samus|SSB4|hsize=20px}}'s {{mvsub|Zero Suit Samus|SSB4|up smash}} (launcher), [[Zero Suit Samus (SSB4)/Neutral special|Paralyzer]] and [[Zero Suit Samus (SSB4)/Up special|Boost Kick]] (all but final hit).


====''[[Super Smash Bros. Ultimate]]''====
====''[[Super Smash Bros. Ultimate]]''====
*{{CharHead|Bowser|SSBU|hsize=20px}}'s {{mvsub|Bowser|SSBU|down tilt}} (first hit), [[Bowser (SSBU)/Up special|Whirling Fortress]] (ground, all but final hit) and [[Bowser (SSBU)/Down special|Bowser Bomb]] (scooping hitbox).
*{{CharHead|Luigi|SSBU|hsize=20px}}’s [[Luigi Cyclone]] (Windbox), and Pummel.
*{{CharHead|Banjo & Kazooie|SSBU|hsize=20px}}'s {{mvsub|Banjo & Kazooie|SSBU|up smash}} (scoop, and multihits), {{mvsub|Banjo & Kazooie|SSBU|neutral aerial}} (hits 1-7), {{mvsub|Banjo & Kazooie|SSBU|back aerial}} (hits 1-2) and {{mvsub|Banjo & Kazooie|SSBU|pummel}}.
*{{CharHead|Mario|SSBU|hsize=20px}}’s [[F.L.U.D.D.]], Down Air (landing), [[Cape]], [[Super Jump Punch]] (hits 1-6), and Pummel.
*{{CharHead|Bayonetta|SSBU|hsize=20px}}'s [[Bayonetta (SSBU)/Neutral attack/Infinite|neutral attack infinite]] (first hit of finisher), {{mvsub|Bayonetta|SSBU|up tilt}} (early launcher), {{mvsub|Bayonetta|SSBU|down smash}} (Bayonetta's foot), sweetspotted {{mvsub|Bayonetta|SSBU|down aerial}} (only against a grounded opponent), late [[Bayonetta (SSBU)/Side special#After Burner Kick (Up)|After Burner Kick]] (up) and [[Bayonetta (SSBU)/Up special|Witch Twist]] (launcher and multihits).
*{{CharHead|Byleth|SSBU|hsize=20px}}'s {{mvsub|Byleth|SSBU|neutral aerial}}, {{mvsub|Byleth|SSBU|up aerial}} (excluding their respective final hits) and [[Byleth (SSBU)/Up special|Sword of the Creator]] (launcher).
*{{CharHead|Captain Falcon|SSBU|hsize=20px}}'s {{mvsub|Captain Falcon|SSBU|up smash}} (first hit).
*{{CharHead|Charizard|SSBU|hsize=20px}}'s {{mvsub|Charizard|SSBU|up smash}} (some of first hit) and [[Charizard (SSBU)/Up special|Fly]] (launcher and looping hits).
*{{CharHead|Chrom|SSBU|hsize=20px}}'s {{mvsub|Chrom|SSBU|up smash}} (multihits) and [[Chrom (SSBU)/Up special|Soaring Slash]] (excluding the landing hitbox).
*{{CharHead|Cloud|SSBU|hsize=20px}}'s {{mvsub|Cloud|SSBU|forward smash}} (first two hits) and {{mvsub|Cloud|SSBU|down smash}} (first hit).
*{{CharHead|Diddy Kong|SSBU|hsize=20px}}'s {{mvsub|Diddy Kong|SSBU|dash attack}}, {{mvsub|Diddy Kong|SSBU|forward smash}} and {{mvsub|Diddy Kong|SSBU|up smash}} (excluding their respective final hits).
*{{CharHead|Dr. Mario|SSBU|hsize=20px}}'s [[Dr. Mario (SSBU)/Down special|Dr. Tornado]] (looping hits).
*{{CharHead|Falco|SSBU|hsize=20px}}'s {{mvsub|Falco|SSBU|up tilt}} (first hit), {{mvsub|Falco|SSBU|neutral aerial}}, {{mvsub|Falco|SSBU|forward aerial}} (excluding their respective final hits), [[Falco (SSBU)/Neutral special|Blaster]] and [[Falco (SSBU)/Up special|Fire Bird]] (hits 1-8).
*{{CharHead|Ganondorf|SSBU|hsize=20px}}'s {{mvsub|Ganondorf|SSBU|down smash}} (first hit).
*{{CharHead|Incineroar|SSBU|hsize=20px}}'s [[Incineroar (SSBU)/Side special|Alolan Whip]] when failing and [[Incineroar (SSBU)/Down special|Revenge]] when countering an attack.
*{{CharHead|Ivysaur|SSBU|hsize=20px}}'s [[Ivysaur (SSBU)/Neutral special|Bullet Seed]] (clean and late launchers).
*{{CharHead|Joker|SSBU|hsize=20px}}'s [[Joker (SSBU)/Down special|Rebel's Guard]] when releasing.
*{{CharHead|Ken|SSBU|hsize=20px}}'s tapped {{mvsub|Ken|SSBU|forward tilt}} (close) and tapped {{mvsub|Ken|SSBU|down tilt}}.
*{{CharHead|King Dedede|SSBU|hsize=20px}}'s {{mvsub|King Dedede|SSBU|forward tilt}} and {{mvsub|King Dedede|SSBU|up aerial}} (excluding their respective final hits).
*{{CharHead|Kirby|SSBU|hsize=20px}}'s {{mvsub|Kirby|SSBU|down aerial}} (landing hitbox), [[Final Cutter]] (up and down slashes) and {{mvsub|Kirby|SSB4|down throw}} (first nine kicks).
*{{CharHead|Link|SSBU|hsize=20px}}'s {{mvsub|Link|SSBU|up smash}} (first two hits), {{mvsub|Link|SSBU|back aerial}} (first hit) and [[Link (SSBU)/Up special|Spin Attack]] (air, all but final hit).
*{{CharHead|Little Mac|SSBU|hsize=20px}}'s {{mvsub|Little Mac|SSBU|forward tilt}} (first hit), {{mvsub|Little Mac|SSBU|neutral aerial}} and {{mvsub|Little Mac|SSBU|up special}} (launcher).
*{{CharHead|Lucas|SSBU|hsize=20px}}'s {{mvsub|Lucas|SSBU|up tilt}} (launcher), {{mvsub|Lucas|SSBU|up smash}} (launcher), {{mvsub|Lucas|SSBB|down aerial}} (hitbox ID 1 only, first three hits) and [[Lucas (SSBU)/Up special|PK Thunder 2]] (looping hits).
*{{CharHead|Luigi|SSBU|hsize=20px}}'s [[Luigi (SSBU)/Down special|Luigi Cyclone]] (windbox), {{mvsub|Luigi|SSBU|down taunt}} and {{mvsub|Luigi|SSBU|pummel}}.
*{{CharHead|Mario|SSBU|hsize=20px}}'s [[Mario (SSBU)/Down special|F.L.U.D.D.]], {{mvsub|Mario|SSBU|down aerial}} (landing), [[Mario (SSBU)/Side special|Cape]], [[Mario (SSBU)/Up special|Super Jump Punch]] (hits 1-6) and {{mvsub|Mario|SSBU|pummel}}.
*{{CharHead|Marth|SSBU|hsize=20px}}'s {{mvsub|Marth|SSBU|up smash}} (launcher).
*{{CharHead|Meta Knight|SSBU|hsize=20px}}'s {{mvsub|Meta Knight|SSBU|up smash}}, {{mvsub|Meta Knight|SSBU|forward aerial}}, {{mvsub|Meta Knight|SSBU|back aerial}} (excluding their respective final hits), [[Meta Knight (SSBU)/Side special|Drill Rush]] (multihits), [[Meta Knight (SSBU)/Up special|Shuttle Loop]] (first hit) and {{mvsub|Meta Knight|SSBU|down throw}} (first nine kicks).
*{{CharHead|Mewtwo|SSBU|hsize=20px}}'s {{mvsub|Mewtwo|SSBU|up smash}} and {{mvsub|Mewtwo|SSBU|neutral aerial}} (excluding their respective final hits).
*{{CharHead|Mr. Game & Watch|SSBU|hsize=20px}}'s {{mvsub|Mr. Game & Watch|SSBU|neutral aerial}} (all but final hit) and [[Mr. Game & Watch (SSBU)/Side special|Judge]] #8.
*{{CharHead|Ness|SSBU|hsize=20px}}'s {{mvsub|Ness|SSBU|dash attack}} (first two hits), {{mvsub|Ness|SSBU|up smash}} (charging hitbox), {{mvsub|Ness|SSBU|down smash}} (charge, first back hit and first front hit), {{mvsub|Ness|SSBU|up aerial}} (multihits) and [[Ness (SSBU)/Down special|PSI Magnet]].
*{{CharHead|Peach|SSBU|hsize=20px}}'s {{mvsub|Peach|SSBU|dash attack}} (first hit), {{mvsub|Peach|SSBU|down smash}} (looping hits) and [[Peach (SSBU)/Up special|Peach Parasol]] (launcher and multihits).
*{{CharHead|Pichu|SSBU|hsize=20px}}'s {{mvsub|Pichu|SSBU|forward aerial}} and {{mvsub|Pichu|SSBU|back aerial}} (both moves' looping hits).
*{{CharHead|Pikachu|SSBU|hsize=20px}}'s {{mvsub|Pikachu|SSBU|forward aerial}} and {{mvsub|Pikachu|SSBU|back aerial}} (both moves' looping hits).
*{{CharHead|R.O.B.|SSBU|hsize=20px}}'s {{mvsub|R.O.B.|SSBU|up tilt}} (launcher) and {{mvsub|R.O.B.|SSBU|up smash}} (launcher) and [[R.O.B. (SSBU)/Side special|Arm Rotor]] (all but final hit).
*{{CharHead|Roy|SSBU|hsize=20px}}'s {{mvsub|Roy|SSBM|up smash}} and [[Roy (SSBU)/Up special|Blazer]] (excluding their respective final hits).
*{{CharHead|Ryu|SSBU|hsize=20px}}'s tapped {{mvsub|Ryu|SSBU|forward tilt}} (close), held forward tilt (first hit), tapped {{mvsub|Ryu|SSBU|down tilt}} and {{mvsub|Ryu|SSBU|up aerial}} (first hit).
*{{CharHead|Samus|SSBU|hsize=20px}}'s {{mvsub|Samus|SSBU|up smash}}, {{mvsub|Samus|SSBU|forward aerial}}, {{mvsub|Samus|SSBU|up aerial}} and [[Samus (SSBU)/Up special|Screw Attack]] (excluding their respective final hits).
*{{CharHead|Sheik|SSBU|hsize=20px}}'s {{mvsub|Sheik|SSBU|up tilt}} (first hit), {{mvsub|Sheik|SSBU|forward smash}} (first hit) and [[Sheik (SSBU)/Up special|Vanish]] (reappearance hit).
*{{CharHead|Snake|SSBU|hsize=20px}}'s {{mvsub|Snake|SSBU|up smash}} (launcher), {{mvsub|Snake|SSBU|neutral aerial}} and {{mvsub|Snake|SSBU|down aerial}} (excluding their respective final hits).
*{{CharHead|Squirtle|SSBU|hsize=20px}}'s {{mvsub|Squirtle|SSBU|up smash}} (launcher), {{mvsub|Squirtle|SSBU|down aerial}} and [[Squirtle (SSBU)/Up special|Waterfall]] (excluding their respective final hits).
*{{CharHead|Toon Link|SSBU|hsize=20px}}'s [[Link (SSBU)/Up special|Spin Attack]] (ground and air, all but final hit).
*{{CharHead|Wario|SSBU|hsize=20px}}'s {{mvsub|Wario|SSBU|down aerial}} (looping hits), [[Wario (SSBU)/Neutral special|Chomp]] (biting hitbox) and [[Wario (SSBU)/Up special|Corkscrew]] (all but final hit).
*{{CharHead|Yoshi|SSBU|hsize=20px}}'s [[Yoshi (SSBU)/Down special|Yoshi Bomb]] (launcher).
*{{CharHead|Young Link|SSBU|hsize=20px}}'s {{mvsub|Young Link|SSBU|up smash}} (first two hits), {{mvsub|Young Link|SSBU|back aerial}} (first hit) and [[Link (SSBU)/Up special|Spin Attack]] (ground and air, all but final hit).
*{{CharHead|Zelda|SSBU|hsize=20px}}'s {{mvsub|Zelda|SSBU|forward smash}}, {{mvsub|Zelda|SSBU|up smash}} (excluding their respective final hits) and {{mvsub|Zelda|SSBU|down throw}} (flames).
*{{CharHead|Zero Suit Samus|SSBU|hsize=20px}}'s {{mvsub|Zero Suit Samus|SSBU|up smash}} (launcher), [[Zero Suit Samus (SSBU)/Neutral special|Paralyzer]] and [[Zero Suit Samus (SSBU)/Up special|Boost Kick]] (all but final hit).


==No knockback==
==No knockback==
From ''Melee'' onward, there are certain attacks that deal zero knockback, causing damage as usual but not [[flinch]]ing, meaning that the hit character can still perform any actions while being attacked. Most attacks with no knockback can rack up damage quickly, as they can hit foes repeatedly without launching them away from their range. These moves can also be used to "steal" [[KO]]s from opponents in [[free for all]] battles, as while they do not cause knockback, they will take ownership of the KO on an already fatally struck opponent. Fox's [[Blaster]] is the most well known example of an attack with no knockback. Due to the fact that it does not deal knockback, it will not interrupt an opponent's moves or force them out of a [[punish]]able state such as being [[asleep]] or being stuck in the ending [[lag]] of a missed [[Rest]]. [[Idle pose|Idle]] characters in ''Brawl'' and ''SSB4'' will also turn around if they are repeatedly struck with moves that deal no knockback, which is noticeable with {{SSB4|Fox}}'s Blaster.
From ''Melee'' onward, there are certain attacks that deal zero knockback, causing damage as usual but not [[flinch]]ing, meaning that the hit character can still perform any actions while being attacked. Most attacks with no knockback can rack up damage quickly, as they can hit foes repeatedly without launching them away from their range; other attacks that do cause knockback have hitboxes with no knockback in the middle of them for a similar purpose, an example being {{SSBM|Roy}}'s [[Blazer]] in ''Melee''. These moves can also be used to "steal" [[KO]]s from opponents in [[free for all]] battles, as while they do not cause knockback, they will take ownership of the KO on an already fatally struck opponent. Fox's [[Blaster]] is the most well known example of an attack with no knockback. Due to the fact that it does not deal knockback, it will not interrupt an opponent's moves or force them out of a [[punish]]able state such as being [[asleep]] or being stuck in the ending [[lag]] of a missed [[Rest]]. [[Idle pose|Idle]] characters in ''Brawl'' and ‘’SSB4’’ will also turn around if they are repeatedly struck with moves that deal no knockback, which is noticeable with {{SSB4|Fox}}'s Blaster.


In ''Melee'', [[phantom hit]]s usually damage foes, but without any knockback. It is also possible for any character to receive no knockback from attacks by certain factors, such as by being [[giant]] and [[metal]] simultaneously on a low launch rate battle, and as mentioned above, armor will prevent characters from taking knockback while active.
In ''Melee'', [[phantom hit]]s damage foes, but without any knockback. It is also possible for any character to receive no knockback from attacks by certain factors, such as by being [[giant]] and [[metal]] simultaneously on a low launch rate battle, and as mentioned above, armor will prevent characters from taking knockback while active.


===List of moves with no knockback===
===List of moves with no knockback===
*{{CharHead|Fox|SSBU|hsize=20px}}'s {{b|Blaster|Fox}} shots in both his neutral special and [[throw]]s (except his [[forward throw]]) in ''Melee'' onward.
*{{CharHead|Fox|SSBU|hsize=20px}}’s {{b|Blaster|Fox}} shots in both his neutral special and [[throw]]s (except his [[forward throw]]) in all games.
*{{CharHead|Mario|SSBM|hsize=20px}}'s [[Mario (SSBM)/Down special|Mario Tornado]] in ''Melee'' (hit 1).
*{{CharHead|Mario|SSBM|hsize=20px}}’s [[Mario Tornado]] in ''Melee''.
*{{CharHead|Dr. Mario|SSBM|hsize=20px}}'s [[Dr. Mario (SSBM)/Down special|Dr. Tornado]] in ''Melee'' (hit 1).
*{{CharHead|Dr. Mario|SSBM|hsize=20px}}’s [[Dr. Tornado]] in ''Melee''.
*{{CharHead|Charizard|SSBB|hsize=20px}}'s {{mvsub|Charizard|SSBB|forward aerial}} (furthest hitboxes) in ''Brawl''.
*{{CharHead|Roy|SSBM|hsize=20px}}’s [[Blazer]] (middle hits) in ''Melee''.
*{{CharHead|Charizard|SSBB|hsize=20px}}'s forward air (furthest hitboxes) in ''Brawl''.
*{{CharHead|Snake|SSBU|hsize=20px}}'s [[Hand Grenade]]s (when striking the opponent without exploding) in all games.
*{{CharHead|Snake|SSBU|hsize=20px}}'s [[Hand Grenade]]s (when striking the opponent without exploding) in all games.
*{{CharHead|Olimar|SSBB|hsize=20px}}'s antenna during his {{mvsub|Olimar|SSBB|neutral attack}} and {{mvsub|Olimar|SSBB|down tilt}} in ''Brawl''.
*{{CharHead|Olimar|SSBB|hsize=20px}}'s antenna during his [[jab]] and [[down tilt]] in ''Brawl''.
*{{CharHead|Mr. Game & Watch|SSB4|hsize=20px}}'s [[Short-Order Chef]] (some types of food) in ''SSB4''.
*{{CharHead|Mario|SSBU|hsize=20px}}'s [[Cape]] in all games (Note: gives [[reverse]] effect).
*{{CharHead|Dr. Mario|SSBU|hsize=20px}}'s [[Super Sheet]] in all games (Note: gives [[reverse]] effect).
*{{CharHead|Bowser|SSB4|hsize=20px}}'s [[Fire Breath]] (furthest hitboxes) in ''Smash 4''.
*{{CharHead|Palutena|SSB4|hsize=20px}}'s [[Heavenly Light]] in ''Smash 4'' (Note: can also appear as a power in [[Smash Run]]).
*{{CharHead|Mega Man|SSB4|hsize=20px}}'s up air (except first hit) in ''Smash 4''.
*{{CharHead|Mr. Game & Watch|SSB4|hsize=20px}}’s [[Short-Order Chef]] (some types of food) in ''Smash 4''.
*{{CharHead|Mr. Game & Watch|SSBU|hsize=20px}}'s [[Judge]] #1 in all games.
*{{CharHead|Mr. Game & Watch|SSBU|hsize=20px}}'s [[Judge]] #1 in all games.
*{{CharHead|Falco|SSB4|hsize=20px}}'s [[Burst Blaster]] in ''SSB4''.
*{{CharHead|Falco|SSB4|hsize=20px}}'s [[Burst Blaster]] in ''Smash 4''.
*{{CharHead|Olimar|SSBU|hsize=20px}}'s [[Pikmin Toss]] (except for Purple Pikmin) in all games.
*{{CharHead|Mii Gunner|SSBU|hsize=20px}}'s [[Laser Blaze]] in all games.
*{{CharHead|Mario|SSBU|hsize=20px}}'s [[Cape]] in all games. While it has knockback programmed, the [[reverse]] effect overrides this, and instead adds a fixed amount of momentum to opponents. Will deal knockback to opponents hanging on the ledge in  ''Ultimate'', and puts opponents on the ledge into hitstun in ''Melee''.
*{{CharHead|Dr. Mario|SSBU|hsize=20px}}'s [[Super Sheet]] in all games. While it has knockback programmed, the [[reverse]] effect overrides this, and instead adds a fixed amount of momentum to opponents. Will deal knockback to opponents hanging on the ledge in  ''Ultimate'', and puts opponents on the ledge into hitstun in ''Melee''.
*{{CharHead|Bayonetta|SSBU|hsize=20px}}'s [[Bullet Arts]] (at a distance from Bayonetta) in all games.
*{{CharHead|Bayonetta|SSBU|hsize=20px}}'s [[Bullet Arts]] (at a distance from Bayonetta) in all games.
*{{CharHead|Piranha Plant|SSBU|hsize=20px}}'s [[Poison Breath]] in ''Ultimate''.
*{{CharHead|Joker|SSBU|hsize=20px}}'s [[Gun]] (at a distance from Joker) in ''Ultimate''.
*[[Togepi]]'s Leech Seed.
*[[Togepi]]'s Leech Seed.
*The [[flower]], [[poison]] and [[curse]] statuses.
*The [[flower]] status.
*The "crush" of {{SSBM|Master Hand}} and {{SSBM|Crazy Hand}} during their grab attacks in ''Melee''.
*The "crush" of {{SSBM|Master Hand}} and {{SSBM|Crazy Hand}} during their grab attacks in ''Melee''.
*[[Amaranthine gas]] in [[The Subspace Emissary]].
*[[Amaranthine gas]] in [[The Subspace Emissary]].
Line 334: Line 235:
==Weight-independent knockback==
==Weight-independent knockback==
Introduced in version 1.1.0 of ''SSB4'', certain moves are coded to ignore the target's weight when inflicting knockback, instead using a set value of the default 100. As a result, they are much more consistent across the cast when used as set-up hits and similar.
Introduced in version 1.1.0 of ''SSB4'', certain moves are coded to ignore the target's weight when inflicting knockback, instead using a set value of the default 100. As a result, they are much more consistent across the cast when used as set-up hits and similar.
 
===Smash 4===
===List of moves with weight-independent knockback===
*{{SSB4|Bayonetta}}: neutral attack (all except infinite finisher), forward tilt (hits 1-2), forward aerial (hits 1-2), down aerial (clean), [[Heel Slide]] (ground dash and last hit, air dash), [[Witch Twist]]
====''[[Super Smash Bros. 4]]''====
*{{SSB4|Charizard}}: up smash (hit 1 clean)
*{{CharHead|Bayonetta|SSB4|hsize=20px}}'s {{mvsub|Bayonetta|SSB4|neutral attack}} (all except infinite finisher), {{mvsub|Bayonetta|SSB4|forward tilt}} (hits 1-2), {{mvsub|Bayonetta|SSB4|forward aerial}} (hits 1-2), {{mvsub|Bayonetta|SSB4|down aerial}} (clean), [[Heel Slide]] (ground dash and last hit, air dash) and [[Witch Twist]].
*{{SSB4|Cloud}}: neutral attack (hit 2), forward smash (hits 1-2), down smash (hit 1), [[Cross Slash]] (hits 1-4), [[Climhazzard]] (most of non-Limit hit 2)
*{{CharHead|Charizard|SSB4|hsize=20px}}'s {{mvsub|Charizard|SSB4|up smash}} (hit 1 clean).
*{{SSB4|Corrin}}: neutral attack (hit 2), [[Draconic Ascent]] (loop hits)
*{{CharHead|Cloud|SSB4|hsize=20px}}'s [[Cloud (SSB4)/Neutral attack/Hit 2|neutral attack]] (hit 2), {{mvsub|Cloud|SSB4|forward smash}} (hits 1-2), {{mvsub|Cloud|SSB4|down smash}} (hit 1), [[Cross Slash]] (hits 1-4) and [[Climhazzard]] (most of non-Limit hit 2).
*{{SSB4|Dark Pit}}: neutral attack (infinite loop)
*{{CharHead|Corrin|SSB4|hsize=20px}}'s [[Corrin (SSB4)/Neutral attack/Hit 2|neutral attack]] (hit 2) and [[Draconic Ascent]] (loop hits).
*{{SSB4|Diddy Kong}}: up smash (hit 1)
*{{CharHead|Dark Pit|SSB4|hsize=20px}}'s {{mvsub|Dark Pit|SSB4|neutral attack}} (infinite loop).
*{{SSB4|Falco}}: up smash (hit 1 clean)
*{{CharHead|Diddy Kong|SSB4|hsize=20px}}'s {{mvsub|Diddy Kong|SSB4|up smash}} (hit 1).
*{{SSB4|Ganondorf}}: neutral aerial (hit 1 clean (hitbox ID value 2 only))
*{{CharHead|Falco|SSB4|hsize=20px}}'s {{mvsub|Falco|SSB4|up smash}} (hit 1 clean).
*{{SSB4|Kirby}}: forward aerial (hits 1-2), [[Hammer Bash]] (air hit 1)
*{{CharHead|Ganondorf|SSB4|hsize=20px}}'s {{mvsub|Ganondorf|SSB4|neutral aerial}} (hit 1 clean (hitbox ID value 2 only)).
*{{SSB4|Link}}: [[Spin Attack]] (air all but last hit)
*{{CharHead|Kirby|SSB4|hsize=20px}}'s {{mvsub|Kirby|SSB4|forward aerial}} (hits 1-2) and [[Hammer Bash]] (air hit 1).
*{{SSB4|Lucas}}: down tilt
*{{CharHead|Link|SSB4|hsize=20px}}'s [[Link (SSB4)/Up special|Spin Attack]] (air all but last hit).
*{{SSB4|Lucina}}: neutral aerial (hit 1), [[Dancing Blade]] (hit 2 down, hit 3 down)
*{{CharHead|Lucas|SSB4|hsize=20px}}'s {{mvsub|Lucas|SSB4|down tilt}}.
*{{SSB4|Marth}}: neutral aerial (hit 1), [[Dancing Blade]] (hit 2 down, hit 3 down)
*{{CharHead|Lucina|SSB4|hsize=20px}}'s {{mvsub|Lucina|SSB4|neutral aerial}} (hit 1) and [[Dancing Blade]] (hit 2 down, hit 3 down).
*{{SSB4|Pit}}: neutral attack (infinite loop)
*{{CharHead|Marth|SSB4|hsize=20px}}'s {{mvsub|Marth|SSB4|neutral aerial}} (hit 1) and [[Marth (SSB4)/Side special|Dancing Blade]] (hit 2 down, hit 3 down).
*{{SSB4|Robin}}: neutral attack (hits 1-2)
*{{CharHead|Pit|SSB4|hsize=20px}}'s {{mvsub|Pit|SSB4|neutral attack}} (infinite loop).
*{{SSB4|Roy}}: neutral aerial (hit 2)
*{{CharHead|Robin|SSB4|hsize=20px}}'s {{mvsub|Robin|SSB4|neutral attack}} (hits 1-2).
*{{SSB4|Samus}}: forward aerial (hits 1-4), [[Screw Attack]] (hits 1-10)
*{{CharHead|Roy|SSB4|hsize=20px}}'s {{mvsub|Roy|SSB4|neutral aerial}} (hit 2).
*{{SSB4|Toon Link}}: forward smash (hit 1)
*{{CharHead|Samus|SSB4|hsize=20px}}'s {{mvsub|Samus|SSB4|forward aerial}} (hits 1-4) and [[Samus (SSB4)/Up special|Screw Attack]] (hits 1-10).
*{{SSB4|Yoshi}}: back aerial (hits 1-2)
*{{CharHead|Toon Link|SSB4|hsize=20px}}'s [[Toon Link (SSB4)/Forward smash/Hit 1|forward smash]] (hit 1).
*{{SSB4|Zero Suit Samus}}: [[Plasma Whip]] (all but last hit)
*{{CharHead|Yoshi|SSB4|hsize=20px}}'s {{mvsub|Yoshi|SSB4|back aerial}} (hits 1-2).
*{{CharHead|Zero Suit Samus|SSB4|hsize=20px}}'s [[Plasma Whip]] (all but last hit).


A few moves not only treat the opponent's weight as 100, but also temporarily set their [[gravity]] to 0.085 and [[falling speed]] to 1.5, making their knockback even less character-dependant. However, since the gravity and falling speed alterations are temporary, the knockback is still heavily affected by them, and so the vertical KO power of such moves is heavily skewed towards fast-falling characters surviving much longer than heavy ones.
A few moves not only treat the opponent's weight as 100, but also temporarily set their [[gravity]] to 0.085 and [[falling speed]] to 1.5, making their knockback even less character-dependant. However, since the gravity and falling speed alterations are temporary, the knockback is still heavily affected by them, and so the vertical KO power of such moves is heavily skewed towards fast-falling characters surviving much longer than heavy ones.
*{{CharHead|Cloud|SSB4|hsize=20px}}'s [[Finishing Touch]] (hitbox on frames 16 and 19-26, but not 17-18 or 27-32) (gravity and fall speed set for 22 frames)
*{{SSB4|Cloud}}: [[Finishing Touch]] (hitbox on frames 16 and 19-26, but not 17-18 or 27-32) (gravity and fall speed set for 22 frames)
*{{CharHead|Pac-Man|SSB4|hsize=20px}}'s [[Meteor Trampoline]] (clean meteor) (gravity and fall speed set for 5 frames)
*{{SSB4|Pac-Man}}: [[Meteor Trampoline]] (clean meteor) (gravity and fall speed set for 5 frames)


====''[[Ultimate]]''====
===Ultimate===
In ''Ultimate'', weight independence is now programmable from a standard flag within hitbox scripts, and as such its effect has been homogenised. If active, all fighters are treated as having a weight of 100 when calculating the attack's knockback, and a fall speed of 1.5 and gravity of 0.087 for the first 10 frames of the launch, before reverting back to a fighter's regular fall speed and gravity. Notably, this effect overrides the homogenised fall speed and gravity used by attacks which have an angle between 70˚ and 110˚.
*{{SSBU|Bayonetta}}: neutral attack (all except infinite finisher), forward tilt (hits 1-2), up tilt (hit 1), forward air (input 1-2), [[Heel Slide]], [[After Burner Kick]], [[Witch Twist]]
*{{CharHead|Bayonetta|SSBU|hsize=20px}}'s {{mvsub|Bayonetta|SSBU|neutral attack}} (all except for the rapid jab and the second hit of the rapid jab finisher), {{mvsub|Bayonetta|SSBU|forward tilt}} (hits 1-2), {{mvsub|Bayonetta|SSBU|up tilt}} (hit 1), {{mvsub|Bayonetta|SSBU|forward aerial}} (input 1-2), [[Heel Slide]], [[After Burner Kick]] and [[Bayonetta (SSBU)/Up special|Witch Twist]].
*{{SSBU|Bowser}}: [[Whirling Fortress]] (ground), [[Bowser Bomb]] (first hit and spike)
*{{CharHead|Bowser|SSBU|hsize=20px}}'s [[Bowser (SSBU)/Up special|Whirling Fortress]] (ground) and [[Bowser (SSBU)/Down special|Bowser Bomb]] (first hit and spike).
*{{SSBU|Bowser Jr.}}: down tilt (hits 1-2), [[Abandon Ship!]] (hits 1-2)
*{{CharHead|Bowser Jr.|SSBU|hsize=20px}}'s {{mvsub|Bowser Jr.|SSBU|down tilt}} (hits 1-2) and [[Bowser Jr. (SSBU)/Up special|Abandon Ship!]] (hits 1-2).
*{{SSBU|Byleth}}: up smash (hit 3), neutral air (loop hits/landing hit), up air (loop hits)
*{{CharHead|Byleth|SSBU|hsize=20px}}'s {{mvsub|Byleth|SSBU|up smash}} (hit 3), {{mvsub|Byleth|SSBU|neutral aerial}} (loop hits/landing hit) and {{mvsub|Byleth|SSBU|up aerial}} (loop hits).
*{{SSBU|Captain Falcon}}: neutral air (hit 1)
*{{CharHead|Captain Falcon|SSBU|hsize=20px}}'s {{mvsub|Captain Falcon|SSBU|neutral aerial}} (hit 1).
*{{SSBU|Charizard}}: up smash (some of hit 1)
*{{CharHead|Charizard|SSBU|hsize=20px}}'s {{mvsub|Charizard|SSBU|up smash}} (some of hit 1).
*{{SSBU|Chrom}}: up smash (loop hits), neutral air (hit 1), [[Double-Edge Dance]] (input 1-3). [[Soaring Slash]] (hits 1-2)
*{{CharHead|Chrom|SSBU|hsize=20px}}'s {{mvsub|Chrom|SSBU|up smash}} (loop hits), {{mvsub|Chrom|SSBU|neutral aerial}} (hit 1), [[Chrom (SSBU)/Side special|Double-Edge Dance]] (input 1-3) and [[Chrom (SSBU)/Up special|Soaring Slash]] (hits 1-2).
*{{SSBU|Cloud}}: forward smash (hits 1-2), down smash (hit 1), [[Cross Slash]] (all hits except final), [[Climhazzard]] (no Limit/some of hit 2)
*{{CharHead|Cloud|SSBU|hsize=20px}}'s {{mvsub|Cloud|SSBU|forward smash}} (hits 1-2), {{mvsub|Cloud|SSBU|down smash}} (hit 1), [[Cross Slash]] (all hits except final) and [[Climhazzard]] (no Limit/some of hit 2).
*{{SSBU|Corrin}}: neutral attack (hit 2), down aerial, [[Draconic Ascent]] (loop hits)
*{{CharHead|Corrin|SSBU|hsize=20px}}'s {{mvsub|Corrin|SSBU|neutral attack}} (hit 2), {{mvsub|Corrin|SSBU|down aerial}}, [[Dragon Fang Shot]] and [[Corrin (SSBU)/Up special|Draconic Ascent]] (loop hits).
*{{SSBU|Daisy}}: dash attack (hit 1), [[Daisy Parasol]] (hits 1-2/when parasol is open)
*{{CharHead|Daisy|SSBU|hsize=20px}}'s {{mvsub|Daisy|SSBU|dash attack}} (hit 1) and [[Daisy (SSBU)/Up special|Daisy Parasol]] (hits 1-2/when parasol is open).
*{{SSBU|Dark Pit}}: forward smash (hit 1)
*{{CharHead|Dark Pit|SSBU|hsize=20px}}'s {{mvsub|Dark Pit|SSBU|forward smash}} (hit 1).
*{{SSBU|Dark Samus}}: up smash (hits 2-4), [[Screw Attack]] (loop hits)
*{{CharHead|Dark Samus|SSBU|hsize=20px}}'s {{mvsub|Dark Samus|SSBU|up smash}} (hits 2-4) and [[Dark Samus (SSBU)/Up special|Screw Attack]] (loop hits).
*{{SSBU|Diddy Kong}}: dash attack (hits 1-2), forward smash (hits 1-2), up smash (hits 1-2)
*{{CharHead|Diddy Kong|SSBU|hsize=20px}}'s {{mvsub|Diddy Kong|SSBU|dash attack}} (hits 1-2), {{mvsub|Diddy Kong|SSBU|forward smash}} (hits 1-2) and {{mvsub|Diddy Kong|SSBU|up smash}} (hits 1-2).
*{{SSBU|Falco}}: up smash (hit 1)
*{{CharHead|Falco|SSBU|hsize=20px}}'s {{mvsub|Falco|SSBU|up smash}} (hit 1).
*{{SSBU|Ganondorf}}: down smash (hit 1), neutral air (hit 1)
*{{CharHead|Ganondorf|SSBU|hsize=20px}}'s {{mvsub|Ganondorf|SSBU|down smash}} (hit 1) and {{mvsub|Ganondorf|SSBU|neutral aerial}} (hit 1).
*{{SSBU|Greninja}}: up smash (hit 1), [[Water Shuriken]] (full charge; loop hits)
*{{CharHead|Greninja|SSBU|hsize=20px}}'s {{mvsub|Greninja|SSBU|up smash}} (hit 1) and [[Water Shuriken]] (full charge; loop hits).
*{{SSBU|Hero}}: forward smash (hit 1), [[Kazap]] (hits 2-3) [[Magic Burst]] (loop hits), [[Woosh]], [[Swoosh]] (hit 1), [[Kaswoosh]] (loop hits)
*{{CharHead|Hero|SSBU|hsize=20px}}'s {{mvsub|Hero|SSBU|forward tilt}} (hit 1), [[Kazap]] (hits 2-3) [[Magic Burst]] (loop hits), [[Woosh]], [[Swoosh]] (hit 1) and [[Kaswoosh]] (loop hits).
*{{SSBU|Ike}}: [[Aether]] (hit 1-3)
*{{CharHead|Ike|SSBU|hsize=20px}}'s [[Ike (SSBU)/Up special|Aether]] (hit 1-3).
*{{SSBU|Incineroar}}: [[Cross Chop]] (hit 1/semi-spike), [[Revenge]]
*{{CharHead|Incineroar|SSBU|hsize=20px}}'s [[Cross Chop]] (hit 1/semi-spike) and [[Incineroar (SSBU)/Down special|Revenge]] when countering an attack.
*{{SSBU|Inkling}}: down tilt (hit 1)
*{{CharHead|Inkling|SSBU|hsize=20px}}'s {{mvsub|Inkling|SSBU|down tilt}} (hit 1).
*{{SSBU|Isabelle}}: Up smash (loop hits), [[Lloid Trap]] (loop hits)
*{{CharHead|Isabelle|SSBU|hsize=20px}}'s {{mvsub|Isabelle|SSBU|up smash}} (loop hits) and [[Lloid Trap]] (loop hits).
*{{SSBU|Ivysaur}}: [[Bullet Seed]] (loop hits)
*{{CharHead|Ivysaur|SSBU|hsize=20px}}'s [[Ivysaur (SSBU)/Neutral special|Bullet Seed]] (launcher).
*{{SSBU|Joker}}: forward tilt (hit 1) up tilt (loop hits),  forward aerial (hit 1)
*{{CharHead|Joker|SSBU|hsize=20px}}'s {{mvsub|Joker|SSBU|forward tilt}} (hit 1) {{mvsub|Joker|SSBU|up tilt}} (loop hits) and {{mvsub|Joker|SSBU|forward aerial}} (hit 1).
*{{SSBU|Kirby}}: forward aerial (hit 1-2), pummel (collateral hit), [[Final Cutter]] (hit 1)
*{{CharHead|Kirby|SSBU|hsize=20px}}'s {{mvsub|Kirby|SSBU|forward aerial}} (hit 1-2), {{mvsub|Kirby|SSBU|pummel}} (collateral hit) and [[Kirby (SSBU)/Up special|Final Cutter]] (hit 1).
*{{SSBU|Link}}: up smash (hit 1-2), forward aerial (hit 1), back aerial (hit 1), [[Spin Attack]] (air; all hits except final)
*{{CharHead|Link|SSBU|hsize=20px}}'s {{mvsub|Link|SSBU|up smash}} (hit 1-2), {{mvsub|Link|SSBU|forward aerial}} (hit 1), {{mvsub|Link|SSBU|back aerial}} (hit 1) and [[Link (SSBU)/Up special|Spin Attack]] (air; all hits except final).
*{{SSBU|Lucario}}: up smash (hit 1), down aerial (hit 1)
*{{CharHead|Lucario|SSBU|hsize=20px}}'s {{mvsub|Lucario|SSBU|up smash}} (hit 1) and {{mvsub|Lucario|SSBU|down aerial}} (hit 1).
*{{SSBU|Lucas}}: down tilt
*{{CharHead|Lucas|SSBU|hsize=20px}}'s {{mvsub|Lucas|SSBU|down tilt}}.
*{{SSBU|Lucina}}: up smash (scooping hitbox), neutral aerial (hit 1), [[Dancing Blade]] (input 1-3)
*{{CharHead|Lucina|SSBU|hsize=20px}}'s {{mvsub|Lucina|SSBU|up smash}} (scooping hitbox), {{mvsub|Lucina|SSBU|neutral aerial}} (hit 1) and [[Lucina (SSBU)/Side special|Dancing Blade]] (input 1-3).
*{{SSBU|Mario}}: down aerial (loop hits), [[Super Jump Punch]] (loop hits)
*{{CharHead|Luigi|SSBU|hsize=20px}}'s [[Luigi (SSBU)/Down special|Luigi Cyclone]] (windbox) and {{mvsub|Luigi|SSBU|dash attack}} (hit 4).
*{{SSBU|Marth}}: up smash (scooping hitbox), neutral aerial (hit 1), [[Dancing Blade]] (input 1-3)
*{{CharHead|Mario|SSBU|hsize=20px}}'s [[Mario (SSBU)/Down aerial|Mario Tornado]] (loop hits) and [[Mario (SSBU)/Up special|Super Jump Punch]] (loop hits).
*{{SSBU|Meta Knight}}: [[Mach Tornado]] (loop hits), [[Shuttle Loop]] (hit 1)
*{{CharHead|Marth|SSBU|hsize=20px}}'s {{mvsub|Marth|SSBU|up smash}} (scooping hitbox), {{mvsub|Marth|SSBU|neutral aerial}} (hit 1) and [[Marth (SSBU)/Side special|Dancing Blade]] (input 1-3).
*{{SSBU|Mr. Game & Watch}}: up tilt (hit 1), neutral aerial (hits 1-3) [[Judge]] (8)
*{{CharHead|Meta Knight|SSBU|hsize=20px}}'s [[Meta Knight (SSBU)/Neutral special|Mach Tornado]] (loop hits) and [[Meta Knight (SSBU)/Up special|Shuttle Loop]] (hit 1).
*{{SSBU|PAC-MAN}}: up smash (hit 1), down aerial (hits 1-3)
*{{CharHead|Mr. Game & Watch|SSBU|hsize=20px}}'s {{mvsub|Mr. Game & Watch|SSBU|up tilt}} (hit 1), {{mvsub|Mr. Game & Watch|SSBU|neutral aerial}} (hits 1-3) and [[Mr. Game & Watch (SSBU)/Side special|Judge]] #8.
*{{SSBU|Palutena}}: forward tilt (hit 1-2)
*{{CharHead|Mythra|SSBU|hsize=20px}}'s [[Lightning Buster]] (prior to software version {{h2|List of updates (SSBU)|12.0.0}}).
*{{SSBU|Peach}}: dash attack (hit 1), [[Peach Parasol]] (hits 1-2/when parasol is open)
*{{CharHead|Pac-Man|SSBU|hsize=20px}}'s {{mvsub|Pac-Man|SSBU|up smash}} (hit 1) and {{mvsub|Pac-Man|SSBU|down aerial}} (hits 1-3).
*{{SSBU|Pichu}}: [[Thunder]]  (projectile), [[Agility]] (projectile)
*{{CharHead|Palutena|SSBU|hsize=20px}}'s {{mvsub|Palutena|SSBU|forward tilt}} (hit 1-2).
*{{SSBU|Pikachu}}: neutral aerial (loop hits), forward air (loop hits), [[Thunder]] (projectile)
*{{CharHead|Peach|SSBU|hsize=20px}}'s {{mvsub|Peach|SSBU|dash attack}} (hit 1) and [[Peach (SSBU)/Up special|Peach Parasol]] (hits 1-2/when parasol is open).
*{{SSBU|Piranha Plant}}: [[Piranhacopter]] (loop hits)
*{{CharHead|Pichu|SSBU|hsize=20px}}'s [[Pichu (SSBU)/Down special|Thunder]] (projectile).
*{{SSBU|Pit}}: forward smash (hit 1)
*{{CharHead|Pikachu|SSBU|hsize=20px}}'s {{mvsub|Pikachu|SSBU|neutral aerial}} (loop hits and {{mvsub|Pikachu|SSBU|forward aerial}} (loop hits).
*{{SSBU|Richter}}: dash attack (loop hits), down tilt (hit 1) neutral aerial (loop hits), [[Uppercut]] (loop hits)
*{{CharHead|Piranha Plant|SSBU|hsize=20px}}'s [[Piranha Plant (SSBU)/Up special|Piranhacopter]] (loop hits).
*{{SSBU|Ridley}}: forward aerial (hits 1-2)
*{{CharHead|Pit|SSBU|hsize=20px}}'s {{mvsub|Pit|SSBU|forward smash}} (hit 1).
*{{SSBU|Rosalina & Luma}}: forward aerial (Luma)
*{{CharHead|Richter|SSBU|hsize=20px}}'s {{mvsub|Richter|SSBU|dash attack}} (loop hits), {{mvsub|Richter|SSBU|down tilt}} (hit 1) {{mvsub|Richter|SSBU|neutral aerial}} (loop hits) and [[Richter (SSBU)/Up special|Uppercut]] (loop hits).
*{{SSBU|Roy}}: up smash (loop hits), neutral air (final hit), [[Double-Edge Dance]] (input 1-3). [[Blazer]] (loop hits)
*{{CharHead|Ridley|SSBU|hsize=20px}}'s {{mvsub|Ridley|SSBU|forward aerial}} (hits 1-2).
*{{SSBU|Samus}}: up smash (hits 2-4), [[Screw Attack]] (loop hits)
*{{CharHead|Rosalina|SSBU|hsize=20px}}'s {{mvsub|Rosalina & Luma|SSBU|forward aerial}} (Luma).
*{{SSBU|Shulk}}: up smash (hit 1)
*{{CharHead|Roy|SSBU|hsize=20px}}'s {{mvsub|Roy|SSBU|up smash}} (loop hits), {{mvsub|Roy|SSBU|neutral aerial}} (final hit), [[Roy (SSBU)/Side special|Double-Edge Dance]] (input 1-3) and [[Roy (SSBU)/Up special|Blazer]] (loop hits).
*{{SSBU|Simon}}: dash attack (loop hits), down tilt (hit 1) neutral aerial (loop hits), [[Uppercut]] (loop hits)
*{{CharHead|Samus|SSBU|hsize=20px}}'s {{mvsub|Samus|SSBU|up smash}} (hits 2-4) and [[Samus (SSBU)/Up special|Screw Attack]] (loop hits).
*{{SSBU|Snake}}: forward tilt (hit 1), neutral aerial (final hit)
*{{CharHead|Shulk|SSBU|hsize=20px}}'s {{mvsub|Shulk|SSBU|up smash}} (hit 1).
*{{SSBU|Sonic}}: up smash (loop hits)
*{{CharHead|Simon|SSBU|hsize=20px}}'s {{mvsub|Simon|SSBU|dash attack}} (loop hits), {{mvsub|Simon|SSBU|down tilt}} (hit 1) {{mvsub|Simon|SSBU|neutral aerial}} (loop hits) and [[Simon (SSBU)/Up special|Uppercut]] (loop hits).
*{{SSBU|Squirtle}}: back aerial (loop hits)
*{{CharHead|Snake|SSBU|hsize=20px}}'s {{mvsub|Snake|SSBU|forward tilt}} (hit 1) and {{mvsub|Snake|SSBU|neutral aerial}} (final hit).
*{{SSBU|Terry}}: [[Rising Tackle]] (loop hits)
*{{CharHead|Sonic|SSBU|hsize=20px}}'s {{mvsub|Sonic|SSBU|up smash}} (loop hits).
*{{SSBU|Toon Link}}: [[Spin Attack]] (air; all hits except final)
*{{CharHead|Squirtle|SSBU|hsize=20px}}'s {{mvsub|Squirtle|SSBU|back aerial}} (loop hits).
*{{SSBU|Villager}}: up tilt (hit 1), Up smash (loop hits)
*{{CharHead|Terry|SSBU|hsize=20px}}'s [[Terry (SSBU)/Up special|Rising Tackle]] (loop hits).
*{{SSBU|Wario}}: [[Corkscrew]] (loop hits)
*{{CharHead|Toon Link|SSBU|hsize=20px}}'s [[Toon Link (SSBU)/Up special|Spin Attack]] (air; all hits except final).
*{{SSBU|Wolf}}: [[Fire Wolf]] (loop hits)
*{{CharHead|Villager|SSBU|hsize=20px}}'s {{mvsub|Villager|SSBU|up tilt}} (hit 1) and {{mvsub|Villager|SSBU|up smash}} (loop hits).
*{{SSBU|Yoshi}}: back aerial (hit 1-2)
*{{CharHead|Wario|SSBU|hsize=20px}}'s [[Wario (SSBU)/Up special|Corkscrew]] (loop hits).
*{{SSBU|Young Link}}: up smash (hit 1-2), forward aerial (hit 1), back aerial (hit 1), [[Spin Attack]] (air; all hits except final)
*{{CharHead|Wolf|SSBU|hsize=20px}}'s [[Fire Wolf]] (loop hits).
*{{SSBU|Zelda}}: neutral aerial (hits 1-3)
*{{CharHead|Yoshi|SSBU|hsize=20px}}'s {{mvsub|Yoshi|SSBU|back aerial}} (hit 1-2).
*{{SSBU|Zero Suit Samus}}: [[Plasma Whip]] (loop hits)
*{{CharHead|Young Link|SSBU|hsize=20px}}'s {{mvsub|Young Link|SSBU|up smash}} (hit 1-2), {{mvsub|Young Link|SSBU|forward aerial}} (hit 1), {{mvsub|Young Link|SSBU|back aerial}} (hit 1) and [[Young Link (SSBU)/Up special|Spin Attack]] (air; all hits except final).
*{{CharHead|Zelda|SSBU|hsize=20px}}'s {{mvsub|Zelda|SSBU|neutral aerial}} (hits 1-3).
*{{CharHead|Zero Suit Samus|SSBU|hsize=20px}}'s [[Plasma Whip]] (loop hits).


In addition, all throws in ''Melee'' treat the opponent's weight as 100.
In addition, all throws in ''Melee'' treat the opponent's weight as 100.
Line 430: Line 326:


==Knockback stacking==
==Knockback stacking==
Knockback stacking is the means by which knockback is applied to a target that has already been launched by a previous move. Depending on the game and situation, the new knockback can replace the old knockback entirely, have no effect at all, or have its properties merged with the old knockback. In games where knockback stacking is more common, it is an important aspect to consider for [[combo]]s, as a character will have already been launched when hit by a subsequent move, therefore altering the followup move's properties.
Knockback stacking is the means by which the game applies knockback to a character who has already been sent flying. The new knockback will sometimes replace the old knockback entirely, sometimes have no effect at all, and sometimes a merge will be performed between the two velocities. This has a large effect on [[combos]], as the character being comboed will often have already been struck when another hit lands.  


===In ''Melee''===
===In ''Melee''===
In ''Melee'', knockback stacking occurs if both hits are separated by 10 or more [[frame]]s, and if the target does not stay on the ground. Otherwise, the second hit's knockback completely replaces the first's. This can lead to noticeable scenarios where strong hits can be canceled into much weaker ones, which is mostly prevalent in [[team battle]]s or with certain [[item]]s. This also prevents knockback stacking in cases such as [[waveshine]] combos, when a character heavy enough to not be knocked down by {{SSBM|Fox}}'s [[shine]] is hit back and forth in opposing directions.
In ''Melee'', the method of knockback stacking used varies based on how many [[frame]]s separate the first and second hit, and whether the victim stays on ground after the second hit. When the two hits are separated by fewer than 10 frames, the second hit's knockback always replaces the first's. This can lead to some interesting scenarios that allow strong hits to be canceled into weaker ones, although this is mostly prevalent in [[team battle]]s and with certain [[item]]s. If the two hits are separated by 10 or more frames, the knockback of the second hit combines with the remaining knockback from the first hit. The stacking is done individually on horizontal and vertical axes. If the knockback components of both hits share a direction on one axis, then the stronger component is chosen for that axis. If the components have opposing directions on an axis, then the components are merged via vector addition on that axis instead. Stacking often leads to the resulting knockback having a different angle than either of the previous hits would have alone. For example, if a character is struck up and right by a strong hit and then up and left by an equally strong hit more than ten frames later, the character will be sent almost straight up (as the horizontal values nearly cancel out due to the vector merging, and the vertical value is chosen from the second hit). This often leads to there being residual knockback from a previous hit in a combo which must be taken into account when trying to follow up.
 
Knockback stacking for both hits is done separately for the horizontal and vertical components of their knockback. If both vectors have equal directions on one axis, the stronger component prevails, whereas if they have opposing directions, they are merged via vector addition. This often leads to the resulting knockback having a different angle than either of the previous hits alone. For example, if a character is struck up and right by a strong hit, then up and left by an equally strong hit, the character is sent straight up, due to the horizontal components canceling each other out. In this same example, if the second hit was stronger, the character would be launched up with the second hit's full vertical force, as well as weakly to the left. Knockback stacking occurs even if both hits come from the same character; as a result, there is often residual knockback from a previous hit in a combo, which must be taken into account when trying to follow up.


While knockback stacking alters the resulting angle and launch speed, [[hitstun]] always remains the same as if the second hit had struck the target without any merging. However, [[DI]] does apply to the resulting knockback vector, so knockback stacking needs to be taken into account for optimal DI. If the victim is grounded and gets spiked towards or in parallel to the ground at non-tumble knockback, they stay grounded, unless the hit also resets.
In addition, [[hitstun]] duration is always refreshed by the second hit regardless of the time and angle between them, and the amount of hitstun applied is the amount that would be applied if the opponent had not already been hit. For example, the additional knockback put on the opponent from any merging does not factor in to the equation used to calculate the amount of hitstun that should be put on the opponent.  


===''Brawl'' onward===
The knockback stacking takes place immediately as a hit connects. Trajectory DI is applied on the stacked knockback vector. Thus, the optimal controller input for maximal trajectory DI can change based on knockback stacking. If the victim is grounded and gets spiked towards or in parallel to the ground at non-tumble knockback, they stay grounded, unless the hit also resets. When they stay grounded, their stacked knockback is replaced by the knockback from the most recent hit, once they start moving after hitlag. For instance, when Fox waveshines a heavy character and crosses the victim up such that the knockback direction changes, knockback stacking is ignored as the victim stays on ground.
[[File:KnockbackStacking.png|thumb|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.


As a result of these changes, knockback stacking is generally no longer a factor for combos from a single character, and it is no longer possible for characters to cancel out strong knockback with significantly weaker attacks. However, [[hitbox]]es belonging to articles coded separately from a character, such as [[Bayonetta]]'s [[Wicked Weaves]], [[Fox]]'s [[Fox Illusion]], and all [[projectile]]s, are considered separate sources, and can thus be subjected to knockback stacking with physical moves from the character that produced them. In ''Smash 4'' and ''Ultimate'', this gives certain characters unique advantages with combo finishers, such as with [[Robin]] comboing [[Arcthunder]] (in ''Smash 4'') or [[Arcfire]] into his [[down aerial]]'s [[meteor smash]], or Bayonetta comboing her [[forward smash]] into her down aerial's meteor smash on a [[Witch Time]]d opponent; both of these setups cause the opponent to be launched at a [[Semi-spike|much lower angle horizontally]], better securing KOs near the edge if the meteor smash would otherwise cause the opponent to land onstage.
===''Brawl'' onwards===
In ''Brawl'' and all future games, knockback stacking returns, but behaves rather differently to how it did in ''Melee''. Knockback stacking occurs if the knockback of the second hit is of similar or lower strength to the first. When this happens, then game will stack the knockback. In the event that the knockback of the second attack is stronger than the first, or if the knockback from the first hit has decayed to the point where the second hit would launch them further, it will completely replace the knockback of the first move. Additionally, if the knockback from the second hit comes from the same source as the first, i.e. the same character or boss dealt both hits, the knockback will never stack, and instead will usually replace it completely, unless the second attack’s knockback is significantly weaker than the remaining knockback of the first, in which case it will have no effect whatsoever. An exception to this is for projectiles, or other unattached hitboxes, for example knockback dealt by [[Fox Illusion]] will be treated as a separate source from the rest of Fox’s moveset, as will Samus’ [[Charge Shot]]. Additionally, in early versions of ''Ultimate'', the partner [[Ice Climbers (SSBU)|Ice Climber's]] dealt knockback could stack with that of the first, being most noticeable with their forward aerial. <!--There was promotional footage which showed this happening, but I'm not sure where to find it. If found, please add as a reference-->


The resulting angle from knockback stacking is determined by the {{s|wikipedia|inverse tangent}} of both hits' added knockback vectors, with the vertical component divided by the horizontal component. For example, stacking Robin's Arcthunder (50°) and down aerial meteor smash (270°) results in an angle of approximately 17.. This also means that moves with completely opposing horizontal strengths cannot stack, while moves with completely opposing vertical strengths will result in a perfectly horizontal angle. Worth noting is that when determining whether two moves can stack, the first hit's launch speed takes the [[Knockback#Melee onward|gravity penalty]] into consideration, while the second hit's does not.
Unlike in ''Melee'', the launch speeds of the two knockback sources will not be added. Instead, the game calculates what the resulting launch angle would be if the velocity vectors of the 2 knockback sources were added, and then uses this launch angle instead of the original angle. As a result, if the second source of knockback is much weaker than the first, it will appear as though the knockback didn't stack at all. Likewise if the 2 angles are almost complete opposites, the effect will only be noticeable if the second hit’s knockback is very close to the first’s, without going over, as only in this case would the resulting angle from adding the launch vectors be noticeably different from the initial angle without the second hit replacing the first, and moves with knockback at exact opposite angles are effectively unable to stack, for the same reason.
{{clr}}


==Knockback chart==
==Knockback chart==
Line 536: Line 428:


==Trivia==
==Trivia==
*All games have a knockback cap of 2500 (or a launch speed of 75 units per frame), fast enough to move from the edge of Battlefield to the center in less than one frame. ''Smash 4'' and ''Ultimate'' have a knockback cap for vertical attacks; equal to a vertical launch speed of 10, or a little over 330 units of knockback vertically. Additionally, attacks that surpass a vertical launch speed of 4.7 when crossing the upper blast line will cause [[Star KO]]s and [[Screen KO]]s to not occur.
*All games have a knockback cap of 2500 (or a launch speed of 75 units per frame), fast enough to move from the edge of Battlefield to the center in less than one frame. ''Smash 4'' and ''Ultimate'' have a knockback cap for vertical attacks; equal to a vertical launch speed of 10, or a little over 330 units of knockback vertically. Additionally, attacks that surpass a launch speed of 4.7 when crossing the upper blast line will cause [[Star KO]]s and [[Screen KO]]s to not occur.
**Because of this vertical knockback cap in ''Smash 4'', if a fighter were to have an incredibly high fall speed and gravity, it would be impossible to KO them off the upper blast line (unless using an item such as a [[Beetle]]), no matter how much knockback they were given. This can be accomplished under specific conditions in the unmodified game, via the use of customs and special smash. In ''Ultimate'', this is only possible by meteor smashing opponents off the ground, as fall speeds are set to 1.8 during hitstun for launch angles between 70° and 110°.
**Because of this vertical knockback cap in ''Smash 4'', if a fighter were to have an incredibly high fall speed and gravity, it would be impossible to KO them off the upper blast line (unless using an item such as a [[Beetle]]), no matter how much knockback they were given. This can be accomplished under specific conditions in the unmodified game, via the use of customs and special smash. In ''Ultimate'', this is only possible by meteor smashing opponents off the ground, as fall speeds are set to 1.8 during hitstun for launch angles between 70° and 110°.
*According to [[Masahiro Sakurai]], the knockback speed up effect seen in ''Ultimate'' was planned to be implemented in previous ''Smash'' games, but ended up being scrapped because it was easy to lose track of characters' positions, especially in {{for3ds}}.
*According to [[Masahiro Sakurai]], the knockback speed up effect seen in ''Ultimate'' was planned to be implemented in previous ''Smash'' games, but ended up being scrapped because it was easy to lose track of characters' positions, especially in {{for3ds}}.
*Through hacking, the value of damage dealt in the knockback formula can be a negative number, in which case the game will run the calculation as normal, and as such knockback will decrease with percent if the damage is less than -2. Furthermore, a negative knockback value can be calculated, although this will simply result in zero knockback being dealt.


==References==
==References==

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)