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(→Minor bugs: Another trajectory guide inaccuracy) |
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*Due to [[frozen]] fighters having altered knockback physics, the trajectory guide will not accurately calculate the launch trajectory and distance of fighters who are hit by [[freezing]] attacks. | *Due to [[frozen]] fighters having altered knockback physics, the trajectory guide will not accurately calculate the launch trajectory and distance of fighters who are hit by [[freezing]] attacks. | ||
*When extremely high amounts of knockback are dealt, the trajectory guide begins to incorrectly predict the angle that the victim will be launched at. This can be clearly seen by using Marth or Lucina's final smash against Mario on the Training stage. The blue line representing 100% damage will predict a noticeably higher launch angle than the green and blue lines (50% and 0% damage respectively), however, Mario will not actually be launched at such a high angle. | *When extremely high amounts of knockback are dealt, the trajectory guide begins to incorrectly predict the angle that the victim will be launched at. This can be clearly seen by using Marth or Lucina's final smash against Mario on the Training stage. The blue line representing 100% damage will predict a noticeably higher launch angle than the green and blue lines (50% and 0% damage respectively), however, Mario will not actually be launched at such a high angle. | ||
*Additionally, the trajectory guide does not consider vertical air friction in its predictions. While this usually does not matter, if a very floaty fighter like Jigglypuff is made floatier by the use of spirits, set weight knockback launch trajectories may predict the fighter ending up lower down than they actually do, because set weight knockback initially uses fixed values for gravity and fall speed before switching back to a fighter's usual stats, at which point if said fighter is falling faster than their fall speed, vertical air friction will slow their descent, which is not accounted for by the trajectory guide. | |||
*In ''Ultimate'', resetting Training Mode while a fighter's [[jostle]] strength is modified, it will not be corrected until a move which corrects the fighter's jostle strength is used. Currently, {{SSBU|Isabelle}} is the only fighter affected by this, with her fishing rod both triggering and fixing the glitch. | *In ''Ultimate'', resetting Training Mode while a fighter's [[jostle]] strength is modified, it will not be corrected until a move which corrects the fighter's jostle strength is used. Currently, {{SSBU|Isabelle}} is the only fighter affected by this, with her fishing rod both triggering and fixing the glitch. | ||
*In ''Ultimate'', resetting Training Mode right after the player is hit by Mario or Dr. Mario's [[Cape]] will result in the temporarily reversed controls carrying over into the reset session. It will wear off as usual. | *In ''Ultimate'', resetting Training Mode right after the player is hit by Mario or Dr. Mario's [[Cape]] will result in the temporarily reversed controls carrying over into the reset session. It will wear off as usual. |