Editing Talk:Knockback

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I can't think of a good way to edit this in at the moment, but I plan to make the initial explanation clearer and differentiate between the base knockback of an attack and the effective knockback once weight and damage are factored in. <font face="centaur">&ndash; [[User:MaskedMarth|MaskedMarth]] <sup>([[User talk:MaskedMarth|t]] [[Special:Contributions/MaskedMarth|c]])</sup></font> 02:02, 3 December 2008 (UTC)
I can't think of a good way to edit this in at the moment, but I plan to make the initial explanation clearer and differentiate between the base knockback of an attack and the effective knockback once weight and damage are factored in. <font face="centaur">&ndash; [[User:MaskedMarth|MaskedMarth]] <sup>([[User talk:MaskedMarth|t]] [[Special:Contributions/MaskedMarth|c]])</sup></font> 02:02, 3 December 2008 (UTC)
: And falling speed. <font face="centaur">&ndash; [[User:MaskedMarth|MaskedMarth]] <sup>([[User talk:MaskedMarth|t]] [[Special:Contributions/MaskedMarth|c]])</sup></font> 02:02, 3 December 2008 (UTC)
: And falling speed. <font face="centaur">&ndash; [[User:MaskedMarth|MaskedMarth]] <sup>([[User talk:MaskedMarth|t]] [[Special:Contributions/MaskedMarth|c]])</sup></font> 02:02, 3 December 2008 (UTC)
== 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).


== Don't understand ==
== Don't understand ==
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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)
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)

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