Editing Knockback
From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
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 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=== | ||
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''=== | ||
[[File:SSB64KnockbackFormula.svg|450px]] | |||
===''Melee'' onward=== | ===''Melee'' onward=== | ||
[[File:SSBMKnockbackFormula.svg|500px]] | |||
[[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]]: | ||
[[File:SSBBKnockbackFormulaGravity.svg|125px]] | |||
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. 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. | ||
===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-hits percentage + sum of hitbox damage(s) dealt to the character that frame, including staling and other modifiers. | **In ''Melee'', '''p''' is floored pre-hits percentage + sum of hitbox damage(s) dealt to the character that frame, including staling and other modifiers. | ||
*'''d''' is the damage the attack dealt. | *'''d''' is the damage the attack dealt. | ||
Line 110: | Line 110: | ||
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== | ==Other physics of knockback== | ||
{{technical data|Knockback reduction from bounce off a surface in ''SSB''}} | {{technical data|Knockback reduction from bounce off a surface in ''SSB''}} | ||
[[File:DeadlyBlow.jpg|270px|thumb|The vibrant "Deadly Blow" effect will appear if an attack does enough knockback to KO the victim.]] | |||
*Bouncing off a surface reduces knockback [http://smashboards.com/threads/detailed-throws-techs-and-getups-frame-data.206469/page-2#post-5956687 by 20%] in ''Melee'' and [http://kuroganehammer.com/Smash4/Formulas ''Smash 4''] and 15% in ''Brawl'' and 5% in ''Ultimate''. Landing a [[meteor smash]] or [[spike]] on a grounded opponent counts as a bounce, if enough knockback was dealt. Because the bounce occurs after the hit, the amount of [[hitstun]] suffered is not reduced a corresponding amount, meaning that downwards-hitting attacks tend to be excellent combo starters. | *Bouncing off a surface reduces knockback [http://smashboards.com/threads/detailed-throws-techs-and-getups-frame-data.206469/page-2#post-5956687 by 20%] in ''Melee'' and [http://kuroganehammer.com/Smash4/Formulas ''Smash 4''] and 15% in ''Brawl'' and 5% in ''Ultimate''. Landing a [[meteor smash]] or [[spike]] on a grounded opponent counts as a bounce, if enough knockback was dealt. Because the bounce occurs after the hit, the amount of [[hitstun]] suffered is not reduced a corresponding amount, meaning that downwards-hitting attacks tend to be excellent combo starters. | ||
**In ''Melee'', bouncing off a floor from spike only reduces vertical component of knockback velocity by 20%. Meanwhile, bouncing off walls and ceilings reduces total velocity by 20%. | **In ''Melee'', bouncing off a floor from spike only reduces vertical component of knockback velocity by 20%. Meanwhile, bouncing off walls and ceilings reduces total velocity by 20%. | ||
*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 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 ''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. | ||
Line 132: | Line 123: | ||
*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. | ||
Line 137: | Line 133: | ||
==Set knockback== | ==Set knockback== | ||
{{incomplete|Need rest of values for SSBU}} | {{incomplete|Need rest of values for SSBU}} | ||
'''Set knockback''', also referred to as '''fixed knockback''', is a property of some attacks where the amount of knockback dealt by the attack is always the same regardless of the damage the opponent has received so far, [[stale-move negation]], or how much damage the attack does. Moves with this property can be thought of as | '''Set knockback''', also referred to as '''fixed knockback''', is a property of some attacks where the amount of knockback dealt by the attack is always the same regardless of the damage the opponent has received so far, [[stale-move negation]], or how much damage the attack does. Moves with this property can be thought of as those having a knockback scaling factor of 0, though this is actually not the case. Usually, set knockback is used for the first hits of a [[natural combo]] or multi-hit move, while the last hit deals normal knockback (sometimes called "scaling knockback" to contrast), to make it easier for the entire attack to hit regardless of the opponent's damage. While damage is not a factor for set knockback, the character's [[weight]] still is, so the 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. | ||
===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}} and Jigglypuff, 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]] 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]]. | ||
Line 188: | Line 172: | ||
*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|Banjo & Kazooie|SSBU|hsize=20px}}’s Up Smash (scoop, and multihits), Neutral Air (hits 1-7), Back Air (hits 1-2), and Pummel. | |||
*{{CharHead|Banjo & Kazooie|SSBU|hsize=20px}} | *{{CharHead|Bayonetta|SSBU|hsize=20px}}’s Rapid Jab (hit 1 of launcher), Up Tilt (early hit 1), Down Smash (hit 1), Down Air (when hitting grounded opponent), [[Witch Twist]] (hit 1 and multihits), and Pummel. | ||
*{{CharHead|Bayonetta|SSBU|hsize=20px}} | *{{CharHead|Luigi|SSBU|hsize=20px}}’s [[Luigi Cyclone]] (windbox), Down Taunt, 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|Ness|SSBU|hsize=20px}}'s [[PSI Magnet]] and Up Air (multihits). | |||
*{{CharHead|Luigi|SSBU|hsize=20px}} | |||
*{{CharHead|Mario|SSBU|hsize=20px}} | |||
*{{CharHead|Ness|SSBU|hsize=20px}}'s | |||
==No knockback== | ==No knockback== | ||
Line 312: | Line 217: | ||
===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 ''Melee'' onward. | ||
*{{CharHead|Mario|SSBM|hsize=20px}}'s [[ | *{{CharHead|Mario|SSBM|hsize=20px}}'s [[Mario Tornado]] in ''Melee'' (hit 1). | ||
*{{CharHead|Dr. Mario|SSBM|hsize=20px}}'s [[ | *{{CharHead|Dr. Mario|SSBM|hsize=20px}}'s [[Dr. Tornado]] in ''Melee'' (hit 1). | ||
*{{CharHead|Charizard|SSBB|hsize=20px}}'s | *{{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}}'s [[Short-Order Chef]] (some types of food) in ''SSB4''. | *{{CharHead|Mr. Game & Watch|SSB4|hsize=20px}}'s [[Short-Order Chef]] (some types of food) in ''SSB4''. | ||
*{{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 ''SSB4''. | ||
*{{CharHead|Olimar|SSBU|hsize=20px}}'s [[Pikmin Toss]] (except for Purple Pikmin) in all games. | *{{CharHead|Olimar|SSBU|hsize=20px}}'s [[Pikmin Toss]] (except for Purple Pikmin) 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. | ||
*{{CharHead|Piranha Plant|SSBU|hsize=20px}}'s [[Poison Breath]] in ''Ultimate''. | *{{CharHead|Piranha Plant|SSBU|hsize=20px}}'s [[Poison Breath]] in ''Ultimate''. | ||
Line 334: | Line 237: | ||
==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=== | ||
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˚. | 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 for the rapid jab and the second hit of the rapid jab 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, [[Dragon Fang Shot]], [[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 tilt (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|Luigi}}: [[Luigi Cyclone]] (windbox), dash attack (hit 4) | ||
*{{ | *{{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|Mythra}}: [[Lightning Buster]] (prior to software version {{h2|List of updates (SSBU)|12.0.0}}) | ||
*{{ | *{{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. | ||
Line 440: | Line 341: | ||
===''Brawl'' onward=== | ===''Brawl'' onward=== | ||
[[File:KnockbackStacking.png|thumb|300px|An infographic showing how knockback stacking behaves for Robin's Arcthunder and down aerial combo.]] | [[File:KnockbackStacking.png|thumb|right|300px|An infographic showing how knockback stacking behaves for Robin's Arcthunder and down aerial combo.]] | ||
From ''Brawl'' onward, knockback stacking behaves much differently, and its effects have been generally minimized. It now only occurs if both hits come from different sources, and if the second hit's resulting launch speed is lower than 0.8× of the first hit's launch speed at the time the second hit connects. Additionally, the first hit's launch speed and hitstun are retained throughout, instead of being merged and using the second hit's (respectively), and the resulting angle cannot be DIed<!--confirmed for Smash 4 and Ultimate; not sure about Brawl-->. Furthermore, if the first hit's launch speed at the time the second hit connects is 2.65× of the second hit's or higher, the second hit's knockback is ignored, though it still applies [[hitlag]]. In any other case, the second hit fully overrides the first. | From ''Brawl'' onward, knockback stacking behaves much differently, and its effects have been generally minimized. It now only occurs if both hits come from different sources, and if the second hit's resulting launch speed is lower than 0.8× of the first hit's launch speed at the time the second hit connects. Additionally, the first hit's launch speed and hitstun are retained throughout, instead of being merged and using the second hit's (respectively), and the resulting angle cannot be DIed<!--confirmed for Smash 4 and Ultimate; not sure about Brawl-->. Furthermore, if the first hit's launch speed at the time the second hit connects is 2.65× of the second hit's or higher, the second hit's knockback is ignored, though it still applies [[hitlag]]. In any other case, the second hit fully overrides the first. | ||
Line 539: | Line 440: | ||
**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== |