Hitlag: Difference between revisions

124 bytes added ,  3 years ago
→‎Formula: Rounding wasn't explicitly mentioned anywhere and lines up perfectly with my testing. There's also something weird with the player count multiplier; I think projectiles aren't included based on Olimar's smashes and KRool's blunderbuss v Bowser Ftilt, or perhaps it is applied somewhere else in the formula
(This implies throws do hitlag in Melee, which they don't)
(→‎Formula: Rounding wasn't explicitly mentioned anywhere and lines up perfectly with my testing. There's also something weird with the player count multiplier; I think projectiles aren't included based on Olimar's smashes and KRool's blunderbuss v Bowser Ftilt, or perhaps it is applied somewhere else in the formula)
Line 22: Line 22:
*[[Crouch cancel]]ing (0.666667× in ''Melee'' and 0.67× in ''Brawl'' onward, applied to the victim only in all games)
*[[Crouch cancel]]ing (0.666667× in ''Melee'' and 0.67× in ''Brawl'' onward, applied to the victim only in all games)
*In ''Melee'', the intermediate result is rounded down before applying the electric modifier and before applying the crouch cancel modifier. If both modifiers apply, the electric modifier is applied first.
*In ''Melee'', the intermediate result is rounded down before applying the electric modifier and before applying the crouch cancel modifier. If both modifiers apply, the electric modifier is applied first.
**Similarly in ''Ultimate'', the intermediate result isn't rounded down but gets rounded down after applying each modifier.
*From ''Brawl'' onward, every [[hitbox]] has its own hitlag multiplier, with the default being 1×. For example, the majority of [[Marth]]'s attacks have a hitlag multiplier of 1.25× if the [[tipper]] connects, and 0.7× otherwise. These multipliers apply to both the attacker and victim.
*From ''Brawl'' onward, every [[hitbox]] has its own hitlag multiplier, with the default being 1×. For example, the majority of [[Marth]]'s attacks have a hitlag multiplier of 1.25× if the [[tipper]] connects, and 0.7× otherwise. These multipliers apply to both the attacker and victim.
**In ''Brawl'' and ''Smash 4'' prior to version [[1.1.0]], [[shield]]ing opponents were not affected by these hitlag multipliers; therefore, moves with below-average multipliers were safer on shield, while those with above-average multipliers were less safe, as the attacker experienced less or more hitlag (respectively) than the shield user. Beginning in version 1.1.0 of ''Smash 4'', shields are properly affected by hitlag multipliers, therefore removing the difference in shield safety caused by them.
**In ''Brawl'' and ''Smash 4'' prior to version [[1.1.0]], [[shield]]ing opponents were not affected by these hitlag multipliers; therefore, moves with below-average multipliers were safer on shield, while those with above-average multipliers were less safe, as the attacker experienced less or more hitlag (respectively) than the shield user. Beginning in version 1.1.0 of ''Smash 4'', shields are properly affected by hitlag multipliers, therefore removing the difference in shield safety caused by them.
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