Editing Talk:Giga Bowser Punch
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== Instant KO difference == | == Instant KO difference == | ||
[[ | [[File:Giga_Bowser_Punch_instantKO_difference.gif|right]] | ||
Here's something I've discovered. While the punch instant KOs opponents if they're at 60% or higher, the weaker FS Meter version KOs at 80% or higher. [[User:Juju1995|Juju1995]] ([[User talk:Juju1995|talk]]) 01:23, 30 January 2019 (EST) | |||
== A theory about the instant KO == | == A theory about the instant KO == | ||
With the Smash Ball, the Final Smash starts instantly KOing at 60%, but with the FS Meter, the Final Smash starts KOing at 80%. I think this has to do with coding: my theory is that the actual instant KO threshold is ≥100%, but unlike other instantly KOing Final Smashes, the game calculates the opponent's percentage ''after'' the punch, rather than before the punch; the theory is that one frame after the punch hits the opponent, the game calculates if the opponent's percentage is ≥100%, and if positive, regardless if they had <100% or ≥100% before being hit by the punch, the instant KO is triggered. [[User:Jordan P.|Jordan P.,]] [[User talk:Jordan P.|the Sora main]] [[File:SoraHeadSSBUWebsite.png|15px]] 01:32, May 28, 2024 (EDT) | With the Smash Ball, the Final Smash starts instantly KOing at 60%, but with the FS Meter, the Final Smash starts KOing at 80%. I think this has to do with coding: my theory is that the actual instant KO threshold is ≥100%, but unlike other instantly KOing Final Smashes, the game calculates the opponent's percentage ''after'' the punch, rather than before the punch; the theory is that one frame after the punch hits the opponent, the game calculates if the opponent's percentage is ≥100%, and if positive, regardless if they had <100% or ≥100% before being hit by the punch, the instant KO is triggered. [[User:Jordan P.|Jordan P.,]] [[User talk:Jordan P.|the Sora main]] [[File:SoraHeadSSBUWebsite.png|15px]] 01:32, May 28, 2024 (EDT) | ||