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**Speed of walking and running | **Speed of walking and running | ||
**Length of [[landing lag]] | **Length of [[landing lag]] | ||
*Weight dependent [[throw]]s have their speed change calculated as a frame speed multiplier (weight/100). | *Weight dependent [[throw]]s have their speed change calculated as a frame speed multiplier (weight/100) (''Melee''/''Brawl''/''Smash 4''). | ||
*Hitstun animations contain a frame speed modifier that's used the match the overall knockback speed sustained (''Smash 4''/''Ultimate''). | |||
*Moves with execution speed based on some input or changing property (such as [[Mach Tornado]] and [[Rollout]]) use a frame speed multiplier to match their appearance to their movement. | *Moves with execution speed based on some input or changing property (such as [[Mach Tornado]] and [[Rollout]]) use a frame speed multiplier to match their appearance to their movement. | ||
*Custom moves that are faster or slower than the regular variant almost always use frame speed multipliers, so they can reuse the same animations. | *Custom moves that are faster or slower than the regular variant almost always use frame speed multipliers, so they can reuse the same animations. | ||
*Moves that are changed in updates to gameplay tend to use frame speed multipliers to alter their timing, as it is much more efficient than the memory space needed to replace the entire animation. | *Moves that are changed in updates to gameplay tend to use frame speed multipliers to alter their timing, as it is much more efficient than the memory space needed to replace the entire animation. | ||
*[[Ore Club]]s uses a frame speed multiplier on all swings. | |||
*[[Boss]]es use a similar system to alter the speed of their attacks based on the set difficulty. | *[[Boss]]es use a similar system to alter the speed of their attacks based on the set difficulty. | ||
[[Category:Game mechanics]] | [[Category:Game mechanics]] |
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