Editing Talk:Knockback

From SmashWiki, the Super Smash Bros. wiki
Jump to navigationJump to search
This is a talk page. Remember to sign your posts with four tildes (~~~~) and follow the talk page policy.
Warning You aren't logged in. While it's not a requirement to create an account, doing so makes it a lot easier to keep track of your edits and a lot harder to confuse you with someone else. If you edit without being logged in, your IP address will be recorded in the page's edit history.

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 177: Line 177:


Also, related to this, it could be beneficial if the knockback formula displayed on the page was more detailed. It doesn't include things like potential damage multipliers, more specifically the fact that there are two kinds: ones that affect only the final damage dealt and ones that directly affect the base damage value. [[User:LimitCrown|LimitCrown]] ([[User talk:LimitCrown|talk]]) 14:42, August 6, 2019 (EDT)
Also, related to this, it could be beneficial if the knockback formula displayed on the page was more detailed. It doesn't include things like potential damage multipliers, more specifically the fact that there are two kinds: ones that affect only the final damage dealt and ones that directly affect the base damage value. [[User:LimitCrown|LimitCrown]] ([[User talk:LimitCrown|talk]]) 14:42, August 6, 2019 (EDT)
:Move = Jigglypuff's Ftilt, Victim = Mario, Percent = 100, Staleness = 0.4695x
:KB (to 4.d.p) calculated taking staleness consideration as 70% = 87.3423
:KB (to 4.d.p) calculated taking staleness consideration as 30% = 103.0508
:Actual KB (to 4.d.p) = 103.0508
:Ok, it appears as though I made a mistake before, sorry about that. But I'm still wondering where the initial value came from...''[[User:Trainer Alex|<span style="color: blue;">'''Alex'''</span>]] the [[User talk:Trainer Alex|<span style="color: red;">'''Jigglypuff trainer'''</span>]]'' 17:06, August 6, 2019 (EDT)
::This portion of the formula was likely misread when the information was initially added to the article. The error was present for a while, it seems. At least the error on this article and the stale-move negation one has been corrected now. [[User:LimitCrown|LimitCrown]] ([[User talk:LimitCrown|talk]]) 02:37, August 7, 2019 (EDT)
== How does Gravity affect Knockback or Launch Speed ==
I know that launch speed is different then knockback (even though lkaunch speed is very important to knockback, but that causes questions for another time), but how does gravity affect knockback or launch speed. I know if affects one of them, but I don't know which one and how it affects either one. If someone could explain, that would be great [[User:The Holy Wooomy|<font color="blood red">The Holy Wooomy with 69 Nuggets of Toasted Chaos</font>]] 16:32, March 18, 2020 (EDT)
:First, the game calculates knockback, and then multiplies the knockback value by 0.03 to calculate the launch speed. Then, the launch speed is split into a horizontal and vertical component in accordance with the move's launch angle, and the result of the gravity penalty is added onto the vertical component of the launch speed. ''[[User:Alex the weeb|<span style="color: blue;">'''Alex'''</span>]] the [[User talk:Alex the weeb|<span style="color: red;">'''Weeb'''</span>]]'' 16:37, March 18, 2020 (EDT)
::What is the gravity penalty? Is it just the gravity of the hit fighter or is it the sum of (g - 0.075) x 5? [[Image:The_Holy_Wooomy.JPG|20px]] [[User:The Holy Wooomy|<font color="blood red">The Holy Wooomy with 69 Nuggets of Toasted Chaos</font>]] [[Image:Smug_Megumin.jpg]] 18:21, March 19, 2020 (EDT)
:::Yes, gravity penalty is the result of that formula. Can I suggest that if you have any more questions, you ask them [[SmashWiki:Discord server|here]] instead.  ''[[User:Alex the weeb|<span style="color: blue;">'''Alex'''</span>]] the [[User talk:Alex the weeb|<span style="color: red;">'''Weeb'''</span>]]'' 18:24, March 19, 2020 (EDT)
== How launch speed is decayed ==
Does the decaying work on the first frame of the knockback? Let's say the initial launch speed is 5. Since launch speed decays by 0.051 per frame, my theory is that the speed is reduced to 4.949 on the first, then 4.898 on the second and so on until it reaches 0. Is this correct? And how does the decay work when launched at different angles? I'm just curious. If anyone could explain me the details, that'd be good. [[User:Juju1995|Juju1995]] ([[User talk:Juju1995|talk]]) 21:11, September 1, 2021 (EDT)
== Remove lists of moves ==
This article contains 3 sections which consist of a list of moves. This includes a list of moves with set knockback, no knockback and set weight knockback. The lists are poorly maintained, and many entries are missing, at least from the set knockback and set weight sections. If all moves matching the criteria were included, these lists would be enormous, and in fact arguably already are. However, are these lists even needed at all? Why are we dedicating large sections of an already large article to lists which are difficult to maintain, aren't particularly interesting, and aren't really useful either, since the relevant information can be found on character moveset pages anyway. I don't think we should continue to have these lists on the article, as simply providing a couple of examples would accomplish the purpose of informing about and demonstrating these mechanics. A series of exhaustive lists of moves possesing a certain quality simply aren't necessary for an encyclopaedia. Thoughts? ''[[User:Alex the weeb|<span style="color: blue;">'''Alex'''</span>]] the [[User talk:Alex the weeb|<span style="color: red;">'''Weeb'''</span>]]'' 18:12, December 25, 2021 (EST)
:Bump. ''[[User:Alex the weeb|<span style="color: blue;">'''Alex'''</span>]] the [[User talk:Alex the weeb|<span style="color: red;">'''Weeb'''</span>]]'' 09:38, December 31, 2021 (EST)
== KO differences  ==
It's common knowledge that KOs are based on three known factors: the target's weight, gravity, and fall speed. So here's what I find interesting. In ''SSB'' and ''Melee'', horizontal KOs are only based on their weight, and since ''Brawl'', gravity. In all games, vertical KOs are based on their weight, gravity, and fall speed. In the case with ''Ultimate'', only weight and gravity when launched at between 70°-110° (but their DamageFlyTop animations also play a factor as well), and when launched vertically by a weight-independent attack, only gravity and fall speed. [[User:Juju1995|Juju1995]] ([[User talk:Juju1995|talk]]) 00:26, February 12, 2022 (EST)
== Making the equation more readable ==
Hey all, this equation can definitely be simplified. Since it's an image and I don't know how/what program to use to make it spit out something that looks that pretty, I'm not gonna mess with it, but at a minimum the first set of brackets can be changed into (2p+pd)/20. After this, you can multiply the fraction by 200/(w+100) to get (400p+200PD)/(20w+2000), which simplifies into (20p+10pd)/(w+100). Multiplying this by 1.4 yields (28p+10pd)/(w+100), which seems like it'd be much easier to follow (especially if you used a divisor sign instead of making it a fraction). <small>—Preceding unsigned comment added by [[User:69.5.140.1|69.5.140.1]] ([[User talk:69.5.140.1|talk]] • [[Special:Contributions/69.5.140.1|contribs]]) 16:22, April 11, 2022 (EDT)</small>
:No, the separation of terms in the currently displayed equation makes it much easier to see the effect of each factor. ''[[User:Alex the weeb|<span style="color: blue;">'''Alex'''</span>]] the [[User talk:Alex the weeb|<span style="color: red;">'''Weeb'''</span>]]'' 16:38, April 11, 2022 (EDT)
::Looking through the revisions, it appears that the way it is laid out is accurate to how the game calculates it ([https://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/M_AttackSystem.html official formula for 64]). So while it may give the same result, how it currently is is more true to form. As someone who has messed with calculating hitlag for too long, order and placement can really matter if there is something like rounding, spirits, player count, or whatever. --[[User:CanvasK|CanvasK]] ([[User talk:CanvasK|talk]]) 16:53, April 11, 2022 (EDT)

Please note that all contributions to SmashWiki are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see SmashWiki:Copyrights for details). Your changes will be visible immediately. Please enter a summary of your changes above.

Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

Template used on this page: