Editing Lag
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===Normal landing=== | ===Normal landing=== | ||
When landing under normal circumstances, characters undergo either a "light landing" (also known as a "no-impact land") or a "heavy landing". In ''Melee'', there was only one type of normal landing animation so most characters have a 4 frame landing animation, regardless of how fast they are falling (which a few exceptions). Light landings incur only 2 frames of lag (4 frames in ''Smash 64''), whereas heavy landings are character-specific (after ''Smash 64'' where all heavy landings had 8 frames of landing lag), ranging from | When landing under normal circumstances, characters undergo either a "light landing" (also known as a "no-impact land") or a "heavy landing". In ''Melee'', there was only one type of normal landing animation so most characters have a 4 frame landing animation, regardless of how fast they are falling (which a few exceptions). Light landings incur only 2 frames of lag (4 frames in ''Smash 64''), whereas heavy landings are character-specific (after ''Smash 64'' where all heavy landings had 8 frames of landing lag), ranging from 4 to 6. The type of landing that occurs is based on the character's downwards speed upon landing. In ''Smash 64'', the difference between a light and hard landing was as simple as whether the player was either falling normally or [[fast fall]]ing. Starting from ''Brawl'' however, a heavy landing occurs once a player has been falling at their maximum falling speed for a set amount of time (the amount of time is character dependent), so landing during the apex of a jump or on an upwards-moving platform tends to be faster than landing from a fastfall or on a downwards-moving platform. | ||
===Aerial landing=== | ===Aerial landing=== |