Editing Knockback

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


Smoke trails also indicate the angle at which a character is knocked away, but only appear when a character has taken a lot of damage, and are thus much less useful. In ''Smash 4'', said smoke trails at higher knockback values are accompanied by thick light trails, colored depending on the player that dealt the knockback.
Smoke trails also indicate the angle at which a character is knocked away, but only appear when a character has taken a lot of damage, and are thus much less useful. In ''Smash 4'', said smoke trails at higher knockback values are accompanied by thick light trails, colored depending on the player that dealt the knockback.
<gallery>
<gallery>
Skyworld3.jpg|Note the downward facing lines that indicate Donkey Kong's [[meteor smash]].
File:Skyworld3.jpg|Note the downward facing lines that indicate Donkey Kong's [[meteor smash]].
Angleindicatorssb.jpg|The angle indicator in ''Super Smash Bros.''
File:Angleindicatorssb.jpg|The angle indicator in ''Super Smash Bros.''
CaptainFTilt.JPG|An angle indicator in ''Smash 4''.
File:CaptainFTilt.JPG|An angle indicator in ''Smash 4''.
</gallery>
</gallery>


==Formula==
==Formula==
===''SSB''===
===''SSB''===
<big><math>\left ( \left ( \left ( \left ( \left ( {p \over 10} + {{p \times d} \over 20} \right ) \times w \times 1.4 \right ) + 18 \right ) \times s \right ) + b \right ) \times r</math></big>
[[File:SSB64KnockbackFormula.svg|450px]]
===''Melee'' onward===
===''Melee'' onward===
<big><math>\left ( \left ( \left ( \left ( \left ( {p \over 10} + {{p \times d} \over 20} \right ) \times { 200 \over { w + 100} } \times 1.4 \right ) + 18 \right ) \times s \right ) + b \right ) \times r</math></big>
[[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]]:


<big><math>(g - 0.075) \times 5</math></big>
[[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 during hitstun. Furthermore, the additional launch speed from the gravity formula is no longer applied. As a result of these changes, falling speed no longer plays as much of a factor on determining a characters' vertical survivability, and moves that deal vertical knockback are generally easier to survive compared to ''Brawl'' and ''SSB4'', thus making vertical survivability among the cast much more consistent than in previous games. Note that weight-independent moves do not homogenize falling speeds or use the different gravity value, so gravity and fall speed (especially the latter) still have an impact on the vertical survivability against those moves.
In ''Ultimate'', moves that launch at angles between 70° and 110° now instead cause characters' falling speeds to be homogenized to a set value of 1.8. 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. In [[Stamina Mode]] this is set to 20.
*'''p''' is the percentage of the target, counted after the attack's damage is added.
**In ''Melee'', '''p''' is floored pre-hits percentage + sum of hitbox damage(s) dealt to the character that frame, including staling and other modifiers.
**In ''Melee'', '''p''' is floored pre-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.
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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 of launch speed then decays by 0.051 every [[frame]], so that the character eventually loses all momentum from the knockback. During this time, character-specific attributes such as [[air friction]] are disabled; however, [[falling speed]] still takes effect, giving fast fallers better endurance against vertical knockback than others of their weight.
To determine how far a character is launched away, the numerical amount of knockback caused is multiplied by 0.03 to calculate '''launch speed''', and the initial value then decays by 0.051 every [[frame]], so that the character eventually loses all momentum from the knockback. During this time, character-specific attributes such as [[air friction]] are disabled; however, [[falling speed]] still takes effect, giving fast fallers better endurance against vertical knockback than others of their weight.
 
==Deadly Blow==
[[File:DeadlyBlow.jpg|270px|thumb|The vibrant "Deadly Blow" effect will appear if an attack does enough knockback to KO the victim.]]
Deadly Blow is an aesthetic effect in ''Smash 4'' and ''Ultimate''. Attacks dealing strong enough knockback to KO opponents before they can act afterwards produce a red-and-black lightning effect on contact. This effect tends to appear slightly after the actual damage percentage at which an attack can start KOing. For example, {{SSB4|Jigglypuff}}'s [[Rest]] can KO Mario on the 3DS version's {{SSB4|Final Destination}} with no DI starting at 60%, but the effect doesn't appear until 62%.
 
This effect works depending on the distance required to KO the character rather than the actual strength of the knockback; for example, a forward or back throw towards a walk-off [[blast line]] will trigger the effect if the throw effectively KOs, even at low damage percentages where it would be otherwise very weak, while strong attacks launching foes from one side of the stage to the other will not display the effect if they don't KO, even if the knockback is strong enough to do so otherwise. Attacks that [[freezing|freeze]] do not produce this effect at any percentage, instead simply causing the screen to flash white. Meteor smashes also do not produce the effect until higher percentages.
 
The Deadly Blow activating does not necessarily guarantee a KO. The game does not consider stage walls, ceilings, or other obstacles that can otherwise change the trajectory of knockback (thereby preventing or causing a KO) when determining whether the lightning appears. [[Directional Influence|DI]] Is also not taken into account, meaning players can still save themselves after the effect is displayed if the attack can just barely KO them.
 
In ''Ultimate'', when a move is expected to end the match (that is, when all remaining opponents are on their last stock and hits the last character not already in lethal knockback or a [[Star KO]]), this effect is accompanied by a dramatic slowdown alongside a red background and a unique, much more intense sound effect, with the camera zooming in on the character. This is referred to as '''[[Finish Zoom]]''' by [[Masahiro Sakurai]] and his development team.


==Other physics of knockback==
==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.
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*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.
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==Set knockback==
==Set knockback==
{{incomplete|Need rest of values for SSBU}}
{{incomplete|Need rest of values for SSBU}}
'''Set knockback''', also referred to as '''fixed knockback''', is a property of some attacks where the amount of knockback dealt by the attack is always the same regardless of the damage the opponent has received so far, [[stale-move negation]], or how much damage the attack does. Moves with this property can be thought of as only having base knockback with no scaling, though this is actually not the case. Usually, set knockback is used for the first hits of a [[natural combo]] or multi-hit move, while the last hit deals normal knockback (sometimes called "scaling knockback" to contrast), to make it easier for the entire attack to hit regardless of the opponent's damage. While damage is not a factor for set knockback, the character's [[weight]] still is, so the terms '''weight-dependent set knockback''' or '''weight based knockback''' are sometimes used. Starting in ''Brawl'', the effect of Damage Ratios (Launch Rates) for fixed knockback was drastically reduced, to the point where the in game Damage Ratio setting would have only a small effect on their knockback. Additionally, Shulk's Smash [[Monado Art]] is ignored entirely in ''Smash 4''. However, other modifiers on knockback, such as rage, crouch cancelling, or smash attack charging bonus are still calculated normally, which in the case of rage can lead to unintended early KO setups in normal gameplay. In ''Ultimate'', the effect of both types of knockback modifiers on set knockback was removed altogether, so set knockback is much harder to modify.
'''Set knockback''', also referred to as '''fixed knockback''', is a property of some attacks where the amount of knockback dealt by the attack is always the same regardless of the damage the opponent has received so far, [[stale-move negation]], or how much damage the attack does. Moves with this property can be thought of as those having a knockback scaling factor of 0, though this is actually not the case. Usually, set knockback is used for the first hits of a [[natural combo]] or multi-hit move, while the last hit deals normal knockback (sometimes called "scaling knockback" to contrast), to make it easier for the entire attack to hit regardless of the opponent's damage. While damage is not a factor for set knockback, the character's [[weight]] still is, so the 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 {{mvsub|Donkey Kong|SSB|dash attack}}, [[Donkey Kong (SSB)/Up special|Spinning Kong]], and [[Donkey Kong (SSB)/Down special|Hand Slap]].
*{{CharHead|Donkey Kong|SSB|hsize=20px}}'s dash attack, [[Spinning Kong]], and [[Hand Slap]].
*{{CharHead|Fox|SSB|hsize=20px}}'s down angled {{mvsub|Fox|SSB|forward tilt}}, {{mvsub|Fox|SSB|down aerial}}, {{mvsub|Fox|SSB|up aerial}} (first hit), [[Fox (SSB)/Neutral special|Blaster]] and [[Fox (SSB)/Down special|Reflector]].
*{{CharHead|Fox|SSB|hsize=20px}}'s [[down aerial]], [[up aerial]] (first hit), [[Blaster]] and [[Reflector]].
*{{CharHead|Jigglypuff|SSB|hsize=20px}}'s {{mvsub|Jigglypuff|SSB|down aerial}} (all but landing hit).
*{{CharHead|Kirby|SSB|hsize=20px}}'s [[Final Cutter]] (meteor smash and up slice), up air, forward air (all but the last hit), neutral air, down air (landing hit), and [[Inhale]].
*{{CharHead|Kirby|SSB|hsize=20px}}'s [[Kirby (SSB)/Up special|Final Cutter]] (excluding the projectile), {{mvsub|Kirby|SSB|up aerial}}, {{mvsub|Kirby|SSB|forward aerial}} (all but last hit), {{mvsub|Kirby|SSB|neutral aerial}}, {{mvsub|Kirby|SSB|down aerial}} (landing hit), and [[Kirby (SSB)/Neutral special|Inhale]].
*{{CharHead|Link|SSB|hsize=20px}}'s up smash (first 2 hits).
*{{CharHead|Link|SSB|hsize=20px}}'s [[up smash]] (first two hits).
*{{CharHead|Luigi|SSB|hsize=20px}}'s [[sourspot]]ted [[Super Jump Punch]], dash attack, down air, and [[taunt]].
*{{CharHead|Luigi|SSB|hsize=20px}}'s [[sourspot]]ted [[Luigi (SSB)/Up special|Super Jump Punch]], {{mvsub|Luigi|SSB|dash attack}}, {{mvsub|Luigi|SSB|down aerial}}, and {{mvsub|Luigi|SSB|taunt}}.
*{{CharHead|Mario|SSB|hsize=20px}}'s [[Super Jump Punch]] (excluding last hit), down air, and [[Mario Tornado]].
*{{CharHead|Mario|SSB|hsize=20px}}'s [[Mario (SSB)/Up special|Super Jump Punch]] (all but last hit), {{mvsub|Mario|SSB|down aerial}}, and [[Mario (SSB)/Down special|Mario Tornado]].
*{{CharHead|Ness|SSB|hsize=20px}}' [[PK Fire]] (all outside of first hit).
*{{CharHead|Ness|SSB|hsize=20px}}' [[Ness (SSB)/Neutral special|PK Fire]] (all but first hit).
*{{CharHead|Pikachu|SSB|hsize=20px}}'s [[forward aerial]].
*{{CharHead|Pikachu|SSB|hsize=20px}}'s {{mvsub|Pikachu|SSB|forward aerial}}.
*{{CharHead|Samus|SSB|hsize=20px}}'s up air and [[Screw Attack]].
*{{CharHead|Samus|SSB|hsize=20px}}'s {{mvsub|Samus|SSB|up aerial}} and [[Samus (SSB)/Up special|Screw Attack]].
*{{CharHead|Yoshi|SSB|hsize=20px}}'s [[up tilt]], [[down tilt]], [[Egg Lay]], [[Yoshi Bomb]] (stars).
*{{CharHead|Yoshi|SSB|hsize=20px}}'s {{mvsub|Yoshi|SSB|up tilt}}, {{mvsub|Yoshi|SSB|down tilt}}, [[Yoshi (SSB)/Neutral special|Egg Lay]], and [[Yoshi (SSB)/Down special|Yoshi Bomb]] (stars).


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


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


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


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


==No knockback==
==No knockback==
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===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 [[Mario (SSBM)/Down special|Mario Tornado]] in ''Melee'' (hit 1).
*{{CharHead|Mario|SSBM|hsize=20px}}'s [[Mario Tornado]] in ''Melee'' (hit 1).
*{{CharHead|Dr. Mario|SSBM|hsize=20px}}'s [[Dr. Mario (SSBM)/Down special|Dr. Tornado]] in ''Melee'' (hit 1).
*{{CharHead|Dr. Mario|SSBM|hsize=20px}}'s [[Dr. Tornado]] in ''Melee'' (hit 1).
*{{CharHead|Charizard|SSBB|hsize=20px}}'s {{mvsub|Charizard|SSBB|forward aerial}} (furthest hitboxes) in ''Brawl''.
*{{CharHead|Charizard|SSBB|hsize=20px}}'s forward air (furthest hitboxes) in ''Brawl''.
*{{CharHead|Snake|SSBU|hsize=20px}}'s [[Hand Grenade]]s (when striking the opponent without exploding) in all games.
*{{CharHead|Snake|SSBU|hsize=20px}}'s [[Hand Grenade]]s (when striking the opponent without exploding) in all games.
*{{CharHead|Olimar|SSBB|hsize=20px}}'s antenna during his {{mvsub|Olimar|SSBB|neutral attack}} and {{mvsub|Olimar|SSBB|down tilt}} in ''Brawl''.
*{{CharHead|Olimar|SSBB|hsize=20px}}'s antenna during his [[jab]] and [[down tilt]] in ''Brawl''.
*{{CharHead|Mr. Game & Watch|SSB4|hsize=20px}}'s [[Short-Order Chef]] (some types of food) in ''SSB4''.
*{{CharHead|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|Mario|SSBU|hsize=20px}}'s [[Cape]] in all games. While it has knockback programmed, the [[reverse]] effect overrides this, and instead adds a fixed amount of momentum to opponents. Will deal knockback to opponents hanging on the ledge in  ''Ultimate'', and puts opponents on the ledge into hitstun in ''Melee''.
*{{CharHead|Dr. Mario|SSBU|hsize=20px}}'s [[Super Sheet]] in all games. While it has knockback programmed, the [[reverse]] effect overrides this, and instead adds a fixed amount of momentum to opponents. Will deal knockback to opponents hanging on the ledge in  ''Ultimate'', and puts opponents on the ledge into hitstun in ''Melee''.
*{{CharHead|Bayonetta|SSBU|hsize=20px}}'s [[Bullet Arts]] (at a distance from Bayonetta) in all games.
*{{CharHead|Bayonetta|SSBU|hsize=20px}}'s [[Bullet Arts]] (at a distance from Bayonetta) in all games.
*{{CharHead|Piranha Plant|SSBU|hsize=20px}}'s [[Poison Breath]] in ''Ultimate''.
*{{CharHead|Piranha Plant|SSBU|hsize=20px}}'s [[Poison Breath]] in ''Ultimate''.
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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===
===List of moves with weight-independent knockback===
*{{SSB4|Bayonetta}}: neutral attack (all except infinite finisher), forward tilt (hits 1-2), forward aerial (hits 1-2), down aerial (clean), [[Heel Slide]] (ground dash and last hit, air dash), [[Witch Twist]]
====''[[Super Smash Bros. 4]]''====
*{{SSB4|Charizard}}: up smash (hit 1 clean)
*{{CharHead|Bayonetta|SSB4|hsize=20px}}'s {{mvsub|Bayonetta|SSB4|neutral attack}} (all except infinite finisher), {{mvsub|Bayonetta|SSB4|forward tilt}} (hits 1-2), {{mvsub|Bayonetta|SSB4|forward aerial}} (hits 1-2), {{mvsub|Bayonetta|SSB4|down aerial}} (clean), [[Heel Slide]] (ground dash and last hit, air dash) and [[Witch Twist]].
*{{SSB4|Cloud}}: neutral attack (hit 2), forward smash (hits 1-2), down smash (hit 1), [[Cross Slash]] (hits 1-4), [[Climhazzard]] (most of non-Limit hit 2)
*{{CharHead|Charizard|SSB4|hsize=20px}}'s {{mvsub|Charizard|SSB4|up smash}} (hit 1 clean).
*{{SSB4|Corrin}}: neutral attack (hit 2), [[Draconic Ascent]] (loop hits)
*{{CharHead|Cloud|SSB4|hsize=20px}}'s [[Cloud (SSB4)/Neutral attack/Hit 2|neutral attack]] (hit 2), {{mvsub|Cloud|SSB4|forward smash}} (hits 1-2), {{mvsub|Cloud|SSB4|down smash}} (hit 1), [[Cross Slash]] (hits 1-4) and [[Climhazzard]] (most of non-Limit hit 2).
*{{SSB4|Dark Pit}}: neutral attack (infinite loop)
*{{CharHead|Corrin|SSB4|hsize=20px}}'s [[Corrin (SSB4)/Neutral attack/Hit 2|neutral attack]] (hit 2) and [[Draconic Ascent]] (loop hits).
*{{SSB4|Diddy Kong}}: up smash (hit 1)
*{{CharHead|Dark Pit|SSB4|hsize=20px}}'s {{mvsub|Dark Pit|SSB4|neutral attack}} (infinite loop).
*{{SSB4|Falco}}: up smash (hit 1 clean)
*{{CharHead|Diddy Kong|SSB4|hsize=20px}}'s {{mvsub|Diddy Kong|SSB4|up smash}} (hit 1).
*{{SSB4|Ganondorf}}: neutral aerial (hit 1 clean (hitbox ID value 2 only))
*{{CharHead|Falco|SSB4|hsize=20px}}'s {{mvsub|Falco|SSB4|up smash}} (hit 1 clean).
*{{SSB4|Kirby}}: forward aerial (hits 1-2), [[Hammer Bash]] (air hit 1)
*{{CharHead|Ganondorf|SSB4|hsize=20px}}'s {{mvsub|Ganondorf|SSB4|neutral aerial}} (hit 1 clean (hitbox ID value 2 only)).
*{{SSB4|Link}}: [[Spin Attack]] (air all but last hit)
*{{CharHead|Kirby|SSB4|hsize=20px}}'s {{mvsub|Kirby|SSB4|forward aerial}} (hits 1-2) and [[Hammer Bash]] (air hit 1).
*{{SSB4|Lucas}}: down tilt
*{{CharHead|Link|SSB4|hsize=20px}}'s [[Link (SSB4)/Up special|Spin Attack]] (air all but last hit).
*{{SSB4|Lucina}}: neutral aerial (hit 1), [[Dancing Blade]] (hit 2 down, hit 3 down)
*{{CharHead|Lucas|SSB4|hsize=20px}}'s {{mvsub|Lucas|SSB4|down tilt}}.
*{{SSB4|Marth}}: neutral aerial (hit 1), [[Dancing Blade]] (hit 2 down, hit 3 down)
*{{CharHead|Lucina|SSB4|hsize=20px}}'s {{mvsub|Lucina|SSB4|neutral aerial}} (hit 1) and [[Dancing Blade]] (hit 2 down, hit 3 down).
*{{SSB4|Pit}}: neutral attack (infinite loop)
*{{CharHead|Marth|SSB4|hsize=20px}}'s {{mvsub|Marth|SSB4|neutral aerial}} (hit 1) and [[Marth (SSB4)/Side special|Dancing Blade]] (hit 2 down, hit 3 down).
*{{SSB4|Robin}}: neutral attack (hits 1-2)
*{{CharHead|Pit|SSB4|hsize=20px}}'s {{mvsub|Pit|SSB4|neutral attack}} (infinite loop).
*{{SSB4|Roy}}: neutral aerial (hit 2)
*{{CharHead|Robin|SSB4|hsize=20px}}'s {{mvsub|Robin|SSB4|neutral attack}} (hits 1-2).
*{{SSB4|Samus}}: forward aerial (hits 1-4), [[Screw Attack]] (hits 1-10)
*{{CharHead|Roy|SSB4|hsize=20px}}'s {{mvsub|Roy|SSB4|neutral aerial}} (hit 2).
*{{SSB4|Toon Link}}: forward smash (hit 1)
*{{CharHead|Samus|SSB4|hsize=20px}}'s {{mvsub|Samus|SSB4|forward aerial}} (hits 1-4) and [[Samus (SSB4)/Up special|Screw Attack]] (hits 1-10).
*{{SSB4|Yoshi}}: back aerial (hits 1-2)
*{{CharHead|Toon Link|SSB4|hsize=20px}}'s [[Toon Link (SSB4)/Forward smash/Hit 1|forward smash]] (hit 1).
*{{SSB4|Zero Suit Samus}}: [[Plasma Whip]] (all but last hit)
*{{CharHead|Yoshi|SSB4|hsize=20px}}'s {{mvsub|Yoshi|SSB4|back aerial}} (hits 1-2).
*{{CharHead|Zero Suit Samus|SSB4|hsize=20px}}'s [[Plasma Whip]] (all but last hit).


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


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


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**Because of this vertical knockback cap in ''Smash 4'', if a fighter were to have an incredibly high fall speed and gravity, it would be impossible to KO them off the upper blast line (unless using an item such as a [[Beetle]]), no matter how much knockback they were given. This can be accomplished under specific conditions in the unmodified game, via the use of customs and special smash. In ''Ultimate'', this is only possible by meteor smashing opponents off the ground, as fall speeds are set to 1.8 during hitstun for launch angles between 70° and 110°.
**Because of this vertical knockback cap in ''Smash 4'', if a fighter were to have an incredibly high fall speed and gravity, it would be impossible to KO them off the upper blast line (unless using an item such as a [[Beetle]]), no matter how much knockback they were given. This can be accomplished under specific conditions in the unmodified game, via the use of customs and special smash. In ''Ultimate'', this is only possible by meteor smashing opponents off the ground, as fall speeds are set to 1.8 during hitstun for launch angles between 70° and 110°.
*According to [[Masahiro Sakurai]], the knockback speed up effect seen in ''Ultimate'' was planned to be implemented in previous ''Smash'' games, but ended up being scrapped because it was easy to lose track of characters' positions, especially in {{for3ds}}.
*According to [[Masahiro Sakurai]], the knockback speed up effect seen in ''Ultimate'' was planned to be implemented in previous ''Smash'' games, but ended up being scrapped because it was easy to lose track of characters' positions, especially in {{for3ds}}.
*Through hacking, the value of damage dealt in the knockback formula can be a negative number, in which case the game will run the calculation as normal, and as such knockback will decrease with percent if the damage is less than -2. Furthermore, a negative knockback value can be calculated, although this will simply result in zero knockback being dealt.


==References==
==References==

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