Editing Knockback
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{{redirect|Launch|the Ultimate tournament|Tournament:Launch}} | {{redirect|Launch|the Ultimate tournament|Tournament:Launch}} | ||
[[ | [[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. | ||
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===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. | ||
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===Angle indicator=== | ===Angle indicator=== | ||
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''=== | ||
[[Image:SSB64KnockbackFormula.png]] | |||
===''Melee'' onward=== | ===''Melee'' onward=== | ||
[[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]]: | ||
[[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 | 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 | *'''p''' is the percentage of the target, counted after the attack's damage is added. | ||
**In ''Melee'', '''p''' is floored pre- | **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 | **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. | ||
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**[[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) | ||
**[[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) | ||
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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 | 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. | ||
== | ==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.]] | ||
*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 | **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 | *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 | *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== | ||
'''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 | |||
===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 | *{{CharHead|Donkey Kong|SSB|hsize=20px}}'s dash attack, [[Spinning Kong]], and [[Hand Slap]]. | ||
*{{CharHead|Fox|SSB|hsize=20px}}'s | *{{CharHead|Fox|SSB|hsize=20px}}'s [[down aerial]], [[up aerial]] (first hit), [[Blaster]] and [[Reflector]]. | ||
*{{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 [[ | *{{CharHead|Link|SSB|hsize=20px}}'s up smash (first 2 hits). | ||
*{{CharHead|Link|SSB|hsize=20px}}'s | *{{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 [[ | *{{CharHead|Mario|SSB|hsize=20px}}'s [[Super Jump Punch]] (excluding last hit), down air, and [[Mario Tornado]]. | ||
*{{CharHead|Mario|SSB|hsize=20px}}'s [[ | *{{CharHead|Ness|SSB|hsize=20px}}' [[PK Fire]] (all outside of first hit). | ||
*{{CharHead|Ness|SSB|hsize=20px}}' [[ | *{{CharHead|Pikachu|SSB|hsize=20px}}'s [[forward aerial]]. | ||
*{{CharHead|Pikachu|SSB|hsize=20px}}'s | *{{CharHead|Samus|SSB|hsize=20px}}'s up air and [[Screw Attack]]. | ||
*{{CharHead|Samus|SSB|hsize=20px}}'s | *{{CharHead|Yoshi|SSB|hsize=20px}}'s [[up tilt]], [[down tilt]], [[Egg Lay]], [[Yoshi Bomb]] (stars). | ||
*{{CharHead|Yoshi|SSB|hsize=20px}}'s | |||
====''[[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| | *{{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|Fox|SSBM|hsize=20px}}'s [[Reflector]], [[down aerial]], and [[up aerial]] (first hit). | |||
*{{CharHead|Ice Climbers|SSBM|hsize=20px}}' down aerial. | |||
*{{CharHead|Yoshi|SSBM|hsize=20px}}'s [[down tilt]]. | |||
*{{CharHead|Luigi|SSBM|hsize=20px}}'s [[taunt]], dash attack and down angled forward tilt. | |||
*{{CharHead|Fox|SSBM|hsize=20px}}'s | *{{CharHead|Kirby|SSBM|hsize=20px}}'s {{b|Hammer|move}} (in the air) and [[Final Cutter]]. | ||
*{{CharHead|Bowser|SSBM|hsize=20px}}'s [[up throw]] and down air's looping hits. | |||
*{{CharHead|Ice Climbers|SSBM|hsize=20px}}' | *{{CharHead|Peach|SSBM|hsize=20px}}'s [[Peach Parasol]]'s first hit. | ||
*{{CharHead| | *{{CharHead|Donkey Kong|SSBM|hsize=20px}}'s [[Hand Slap]]. | ||
*{{CharHead| | *{{CharHead|Captain Falcon|SSBM|hsize=20px}}'s uncharged smash attack with a [[Home-Run Bat]] and [[neutral air]] (first hit). | ||
*{{CharHead|Falco|SSBM|hsize=20px}}'s [[Blaster]]. | |||
*{{CharHead|Young Link|SSBM|hsize=20px}}'s [[forward smash]] (first hit). | |||
*{{CharHead|Roy|SSBM|hsize=20px}}'s [[Blazer]]. | |||
*{{CharHead|Mr. Game & Watch|SSBM|hsize=20px}}'s [[Judge]] #8. | |||
*{{CharHead|Kirby|SSBM|hsize=20px}}'s | |||
*{{CharHead| | |||
*{{CharHead|Peach|SSBM|hsize=20px}}'s | |||
*{{CharHead| | |||
*{{CharHead| | |||
*{{CharHead| | |||
*{{CharHead| | |||
*{{CharHead| | |||
*{{CharHead| | |||
*[[Red Shell]]. | *[[Red Shell]]. | ||
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*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| | *{{CharHead|King Dedede|SSBB|hsize=20px}}'s [[down throw]]. | ||
*{{CharHead| | *{{CharHead|Luigi|SSBB|hsize=20px}}'s down taunt and sourspotted Super Jump Punch. | ||
*{{CharHead| | *{{CharHead|Toon Link|SSBB|hsize=20px}}'s [[forward smash]] (first hit). | ||
*{{CharHead|Kirby|SSBB|hsize=20px}}'s [[Final Cutter]] (up and downwards stroke). | |||
*{{CharHead|Mario|SSBB|hsize=20px}}'s Mario Tornado and Super Jump Punch (excluding their respective final hits). | |||
*{{CharHead|Fox|SSBB|hsize=20px}}'s [[up aerial]] (first hit). | |||
*{{CharHead|Falco|SSBB|hsize=20px}}'s [[Blaster]]. | |||
*{{CharHead|Wolf|SSBB|hsize=20px}}'s neutral aerial (3rd hit onward) and {{h1|Reflector|Wolf}}. | |||
*{{CharHead|Mr. Game & Watch|SSBB|hsize=20px}}'s Judge #8. | |||
*{{CharHead|Kirby|SSBB|hsize=20px}}'s | |||
*{{CharHead|Mario|SSBB|hsize=20px}}'s | |||
*{{CharHead| | |||
*{{CharHead| | |||
*{{CharHead|Wolf|SSBB|hsize=20px}}'s | |||
*{{CharHead| | |||
====''[[Super Smash Bros. 4]]''==== | ====''[[Super Smash Bros. 4]]''==== | ||
*Many | *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 | *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 | *{{CharHead|Bayonetta|SSB4|hsize=20px}}'s late After Burner Kick (default). | ||
*{{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 | *{{CharHead|Captain Falcon|SSB4|hsize=20px}}'s neutral aerial (first hit). | ||
*{{CharHead|Diddy Kong|SSB4|hsize=20px}}'s {{b|Banana Peel|move}}. | |||
*{{CharHead|Falco|SSB4|hsize=20px}}'s Blaster. | |||
*{{CharHead|Diddy Kong|SSB4|hsize=20px}}'s | *{{CharHead|Fox|SSB4|hsize=20px}}'s up aerial (first hit) and down aerial (excluding final hit). | ||
*{{CharHead|Kirby|SSB4|hsize=20px}}'s Final Cutter (up and down slices). | |||
*{{CharHead|Falco|SSB4|hsize=20px}}'s | *{{CharHead|Little Mac|SSB4|hsize=20px}}'s neutral aerial. | ||
*{{CharHead|Fox|SSB4|hsize=20px}}'s | *{{CharHead|Luigi|SSB4|hsize=20px}}'s down taunt and sourspotted Super Jump Punch. | ||
*{{CharHead|Mario|SSB4|hsize=20px}}'s Mario Tornado and Super Jump Punch (first five hits for both). | |||
*{{CharHead|Mr. Game & Watch|SSB4|hsize=20px}}'s Judge #8. | |||
*{{CharHead|Pac-Man|SSB4|hsize=20px}}'s down aerial (first three hits). | |||
*{{CharHead|Kirby|SSB4|hsize=20px}}'s | *{{CharHead|Ryu|SSB4|hsize=20px}}'s down tilt (tapped). | ||
*{{CharHead|Sheik|SSB4|hsize=20px}}'s [[Vanish]] (reappearance hit). | |||
*{{CharHead|Little Mac|SSB4|hsize=20px}}'s | *{{CharHead|Shulk|SSB4|hsize=20px}}'s [[Air Slash]] (first hit), along with the first hits of forward/up smash and up/down aerials. | ||
*{{CharHead|Wario|SSB4|hsize=20px}}'s late [[dash attack]]. | |||
*{{CharHead|Luigi|SSB4|hsize=20px}}'s | *{{CharHead|Zero Suit Samus|SSB4|hsize=20px}}' [[Paralyzer]]. | ||
*{{CharHead|Mario|SSB4|hsize=20px}}'s | |||
*{{CharHead|Mr. Game & Watch|SSB4|hsize=20px}}'s | |||
*{{CharHead|Pac-Man|SSB4|hsize=20px}}'s | |||
*{{CharHead| | |||
*{{CharHead|Sheik|SSB4|hsize=20px}}'s | |||
*{{CharHead|Shulk|SSB4|hsize=20px}}'s [[ | |||
*{{CharHead| | |||
*{{CharHead|Zero Suit Samus|SSB4|hsize=20px}}' | |||
====''[[Super Smash Bros. Ultimate]]''==== | ====''[[Super Smash Bros. Ultimate]]''==== | ||
*{{CharHead|Luigi|SSBU|hsize=20px}}’s [[Luigi Cyclone]] (Windbox), and 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|Luigi|SSBU|hsize=20px}} | |||
*{{CharHead|Mario|SSBU|hsize=20px}} | |||
==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 | 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 | 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}} | *{{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}} | *{{CharHead|Mario|SSBM|hsize=20px}}’s [[Mario Tornado]] in ''Melee''. | ||
*{{CharHead|Dr. Mario|SSBM|hsize=20px}} | *{{CharHead|Dr. Mario|SSBM|hsize=20px}}’s [[Dr. Tornado]] in ''Melee''. | ||
*{{CharHead| | *{{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 {{ | *{{CharHead|Olimar|SSBB|hsize=20px}}'s antenna during his [[jab]] and [[down tilt]] in ''Brawl''. | ||
*{{CharHead|Mr. Game & Watch|SSB4|hsize=20px}} | *{{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 '' | *{{CharHead|Falco|SSB4|hsize=20px}}'s [[Burst Blaster]] in ''Smash 4''. | ||
*{{CharHead| | *{{CharHead|Mii Gunner|SSBU|hsize=20px}}'s [[Laser Blaze]] in all games. | ||
*{{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. | ||
*[[Togepi]]'s Leech Seed. | *[[Togepi]]'s Leech Seed. | ||
*The [[flower]] | *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]]. | ||
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==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=== | |||
*{{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]] | |||
=== | *{{SSB4|Charizard}}: up smash (hit 1 clean) | ||
*{{ | *{{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) | ||
*{{ | *{{SSB4|Corrin}}: neutral attack (hit 2), [[Draconic Ascent]] (loop hits) | ||
*{{ | *{{SSB4|Dark Pit}}: neutral attack (infinite loop) | ||
*{{ | *{{SSB4|Diddy Kong}}: up smash (hit 1) | ||
*{{ | *{{SSB4|Falco}}: up smash (hit 1 clean) | ||
*{{ | *{{SSB4|Ganondorf}}: neutral aerial (hit 1 clean (hitbox ID value 2 only)) | ||
*{{ | *{{SSB4|Kirby}}: forward aerial (hits 1-2), [[Hammer Bash]] (air hit 1) | ||
*{{ | *{{SSB4|Link}}: [[Spin Attack]] (air all but last hit) | ||
*{{ | *{{SSB4|Lucas}}: down tilt | ||
*{{ | *{{SSB4|Lucina}}: neutral aerial (hit 1), [[Dancing Blade]] (hit 2 down, hit 3 down) | ||
*{{ | *{{SSB4|Marth}}: neutral aerial (hit 1), [[Dancing Blade]] (hit 2 down, hit 3 down) | ||
*{{ | *{{SSB4|Pit}}: neutral attack (infinite loop) | ||
*{{ | *{{SSB4|Robin}}: neutral attack (hits 1-2) | ||
*{{ | *{{SSB4|Roy}}: neutral aerial (hit 2) | ||
*{{ | *{{SSB4|Samus}}: forward aerial (hits 1-4), [[Screw Attack]] (hits 1-10) | ||
*{{ | *{{SSB4|Toon Link}}: forward smash (hit 1) | ||
*{{ | *{{SSB4|Yoshi}}: back aerial (hits 1-2) | ||
*{{ | *{{SSB4|Zero Suit Samus}}: [[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. | ||
*{{ | *{{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) | ||
*{{ | *{{SSB4|Pac-Man}}: [[Meteor Trampoline]] (clean meteor) (gravity and fall speed set for 5 frames) | ||
=== | ===Ultimate=== | ||
*{{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]] | |||
*{{ | *{{SSBU|Bowser}}: [[Whirling Fortress]] (ground), [[Bowser Bomb]] (first hit and spike) | ||
*{{ | *{{SSBU|Bowser Jr.}}: down tilt (hits 1-2), [[Abandon Ship!]] (hits 1-2) | ||
*{{ | *{{SSBU|Byleth}}: up smash (hit 3), neutral air (loop hits/landing hit), up air (loop hits) | ||
*{{ | *{{SSBU|Captain Falcon}}: neutral air (hit 1) | ||
*{{ | *{{SSBU|Charizard}}: 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) | ||
*{{ | *{{SSBU|Cloud}}: forward smash (hits 1-2), down smash (hit 1), [[Cross Slash]] (all hits except final), [[Climhazzard]] (no Limit/some of hit 2) | ||
*{{ | *{{SSBU|Corrin}}: neutral attack (hit 2), down aerial, [[Draconic Ascent]] (loop hits) | ||
*{{ | *{{SSBU|Daisy}}: dash attack (hit 1), [[Daisy Parasol]] (hits 1-2/when parasol is open) | ||
*{{ | *{{SSBU|Dark Pit}}: forward smash (hit 1) | ||
*{{ | *{{SSBU|Dark Samus}}: up smash (hits 2-4), [[Screw Attack]] (loop hits) | ||
*{{ | *{{SSBU|Diddy Kong}}: dash attack (hits 1-2), forward smash (hits 1-2), up smash (hits 1-2) | ||
*{{ | *{{SSBU|Falco}}: up smash (hit 1) | ||
*{{SSBU|Ganondorf}}: down smash (hit 1), neutral air (hit 1) | |||
*{{ | *{{SSBU|Greninja}}: up smash (hit 1), [[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) | ||
*{{SSBU|Ike}}: [[Aether]] (hit 1-3) | |||
*{{ | *{{SSBU|Incineroar}}: [[Cross Chop]] (hit 1/semi-spike), [[Revenge]] | ||
*{{ | *{{SSBU|Inkling}}: down tilt (hit 1) | ||
*{{ | *{{SSBU|Isabelle}}: Up smash (loop hits), [[Lloid Trap]] (loop hits) | ||
*{{ | *{{SSBU|Ivysaur}}: [[Bullet Seed]] (loop hits) | ||
*{{ | *{{SSBU|Joker}}: forward tilt (hit 1) up tilt (loop hits), forward aerial (hit 1) | ||
*{{ | *{{SSBU|Kirby}}: forward aerial (hit 1-2), pummel (collateral hit), [[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) | |||
*{{ | *{{SSBU|Lucario}}: up smash (hit 1), down aerial (hit 1) | ||
*{{ | *{{SSBU|Lucas}}: down tilt | ||
*{{ | *{{SSBU|Lucina}}: up smash (scooping hitbox), neutral aerial (hit 1), [[Dancing Blade]] (input 1-3) | ||
*{{ | *{{SSBU|Mario}}: down aerial (loop hits), [[Super Jump Punch]] (loop hits) | ||
*{{ | *{{SSBU|Marth}}: up smash (scooping hitbox), neutral aerial (hit 1), [[Dancing Blade]] (input 1-3) | ||
*{{ | *{{SSBU|Meta Knight}}: [[Mach Tornado]] (loop hits), [[Shuttle Loop]] (hit 1) | ||
*{{ | *{{SSBU|Mr. Game & Watch}}: up tilt (hit 1), neutral aerial (hits 1-3) [[Judge]] (8) | ||
*{{ | *{{SSBU|PAC-MAN}}: up smash (hit 1), down aerial (hits 1-3) | ||
*{{SSBU|Palutena}}: forward tilt (hit 1-2) | |||
*{{SSBU|Peach}}: dash attack (hit 1), [[Peach Parasol]] (hits 1-2/when parasol is open) | |||
*{{SSBU|Pichu}}: [[Thunder]] (projectile), [[Agility]] (projectile) | |||
*{{SSBU|Pikachu}}: neutral aerial (loop hits), forward air (loop hits), [[Thunder]] (projectile) | |||
*{{SSBU|Piranha Plant}}: [[Piranhacopter]] (loop hits) | |||
*{{SSBU|Pit}}: forward smash (hit 1) | |||
*{{SSBU|Richter}}: dash attack (loop hits), down tilt (hit 1) neutral aerial (loop hits), [[Uppercut]] (loop hits) | |||
*{{SSBU|Ridley}}: forward aerial (hits 1-2) | |||
*{{SSBU|Rosalina & Luma}}: forward aerial (Luma) | |||
*{{SSBU|Roy}}: up smash (loop hits), neutral air (final hit), [[Double-Edge Dance]] (input 1-3). [[Blazer]] (loop hits) | |||
*{{SSBU|Samus}}: up smash (hits 2-4), [[Screw Attack]] (loop hits) | |||
*{{SSBU|Shulk}}: up smash (hit 1) | |||
*{{SSBU|Simon}}: dash attack (loop hits), down tilt (hit 1) neutral aerial (loop hits), [[Uppercut]] (loop hits) | |||
*{{SSBU|Snake}}: forward tilt (hit 1), neutral aerial (final hit) | |||
*{{SSBU|Sonic}}: up smash (loop hits) | |||
*{{SSBU|Squirtle}}: back aerial (loop hits) | |||
*{{SSBU|Terry}}: [[Rising Tackle]] (loop hits) | |||
*{{SSBU|Toon Link}}: [[Spin Attack]] (air; all hits except final) | |||
*{{SSBU|Villager}}: up tilt (hit 1), Up smash (loop hits) | |||
*{{SSBU|Wario}}: [[Corkscrew]] (loop hits) | |||
*{{SSBU|Wolf}}: [[Fire Wolf]] (loop hits) | |||
*{{SSBU|Yoshi}}: back aerial (hit 1-2) | |||
*{{SSBU|Young Link}}: up smash (hit 1-2), forward aerial (hit 1), back aerial (hit 1), [[Spin Attack]] (air; all hits except final) | |||
*{{SSBU|Zelda}}: neutral aerial (hits 1-3) | |||
*{{SSBU|Zero Suit Samus}}: [[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. | ||
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==Knockback stacking== | ==Knockback stacking== | ||
Knockback stacking is the means by which knockback | 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 | 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. | ||
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. | |||
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. | |||
===''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--> | |||
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. | |||
==Knockback chart== | ==Knockback chart== | ||
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==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 | *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}}. | ||
==References== | ==References== |